task_url
stringlengths
30
116
task_name
stringlengths
2
86
task_description
stringlengths
0
14.4k
language_url
stringlengths
2
53
language_name
stringlengths
1
52
code
stringlengths
0
61.9k
http://rosettacode.org/wiki/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.2B.2B
C++
  #include <windows.h> #include <iostream> #include <string>   //-------------------------------------------------------------------------------------------------- using namespace std;   //-------------------------------------------------------------------------------------------------- const int PLAYERS = 2, MAX_POINTS = 100;   //-------------------------------------------------------------------------------------------------- class player { public: player() { reset(); } void reset() { name = ""; current_score = round_score = 0; } string getName() { return name; } void setName( string n ) { name = n; } int getCurrScore() { return current_score; } void addCurrScore() { current_score += round_score; } int getRoundScore() { return round_score; } void addRoundScore( int rs ) { round_score += rs; } void zeroRoundScore() { round_score = 0; }   private: string name; int current_score, round_score; }; //-------------------------------------------------------------------------------------------------- class pigGame { public: pigGame() { resetPlayers(); }   void play() { while( true ) { system( "cls" ); int p = 0; while( true ) { if( turn( p ) ) { praise( p ); break; }   ++p %= PLAYERS; }   string r; cout << "Do you want to play again ( y / n )? "; cin >> r; if( r != "Y" && r != "y" ) return; resetPlayers(); } }   private: void resetPlayers() { system( "cls" ); string n; for( int p = 0; p < PLAYERS; p++ ) { _players[p].reset(); cout << "Enter name player " << p + 1 << ": "; cin >> n; _players[p].setName( n ); }   }   void praise( int p ) { system( "cls" ); cout << "CONGRATULATIONS " << _players[p].getName() << ", you are the winner!" << endl << endl; cout << "Final Score" << endl; drawScoreboard(); cout << endl << endl; }   void drawScoreboard() { for( int p = 0; p < PLAYERS; p++ ) cout << _players[p].getName() << ": " << _players[p].getCurrScore() << " points" << endl; cout << endl; }   bool turn( int p ) { system( "cls" ); drawScoreboard(); _players[p].zeroRoundScore(); string r; int die; while( true ) { cout << _players[p].getName() << ", your round score is: " << _players[p].getRoundScore() << endl; cout << "What do you want to do (H)old or (R)oll? "; cin >> r; if( r == "h" || r == "H" ) { _players[p].addCurrScore(); return _players[p].getCurrScore() >= MAX_POINTS; } if( r == "r" || r == "R" ) { die = rand() % 6 + 1; if( die == 1 ) { cout << _players[p].getName() << ", your turn is over." << endl << endl; system( "pause" ); return false; } _players[p].addRoundScore( die ); } cout << endl; } return false; }   player _players[PLAYERS]; }; //-------------------------------------------------------------------------------------------------- int main( int argc, char* argv[] ) { srand( GetTickCount() ); pigGame pg; pg.play(); 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
#Vlang
Vlang
import os import strings type PlayfairOption = int   const ( no_q = 0 i_equals_j = 1 )   struct Playfair { mut: keyword string pfo PlayfairOption table [5][5]u8 }   fn (mut p Playfair) init() { // Build table. mut used := [26]bool{} // all elements false if p.pfo == no_q { used[16] = true // Q used } else { used[9] = true // J used } alphabet := p.keyword.to_upper() + "ABCDEFGHIJKLMNOPQRSTUVWXYZ" for i, j, k := 0, 0, 0; k < alphabet.len; k++ { c := alphabet[k] if c < 'A'[0] || c > 'Z'[0] { continue } d := int(c - 65) if !used[d] { p.table[i][j] = c used[d] = true j++ if j == 5 { i++ if i == 5 { break // table has been filled } j = 0 } } } }   fn (p Playfair) get_clean_text(pt string) string { // Ensure everything is upper case. plain_text := pt.to_upper() // Get rid of any non-letters and insert X between duplicate letters. mut clean_text := strings.new_builder(128) // Safe to assume null u8 won't be present in plain_text. mut prev_byte := `\000` for i in 0..plain_text.len { mut next_byte := plain_text[i] // It appears that Q should be omitted altogether if NO_Q option is specified; // we assume so anyway. if next_byte < 'A'[0] || next_byte > 'Z'[0] || (next_byte == 'Q'[0] && p.pfo == no_q) { continue } // If i_equals_j option specified, replace J with I. if next_byte == 'J'[0] && p.pfo == i_equals_j { next_byte = 'I'[0] } if next_byte != prev_byte { clean_text.write_u8(next_byte) } else { clean_text.write_u8('X'[0]) clean_text.write_u8(next_byte) } prev_byte = next_byte } l := clean_text.len if l%2 == 1 { // Dangling letter at end so add another letter to complete digram. if clean_text.str()[l-1] != 'X'[0] { clean_text.write_u8('X'[0]) } else { clean_text.write_u8('Z'[0]) } } return clean_text.str() }   fn (p Playfair) find_byte(c u8) (int, int) { for i in 0..5 { for j in 0..5 { if p.table[i][j] == c { return i, j } } } return -1, -1 }   fn (p Playfair) encode(plain_text string) string { clean_text := p.get_clean_text(plain_text) mut cipher_text := strings.new_builder(128) l := clean_text.len for i := 0; i < l; i += 2 { row1, col1 := p.find_byte(clean_text[i]) row2, col2 := p.find_byte(clean_text[i+1]) if row1 == row2{ cipher_text.write_u8(p.table[row1][(col1+1)%5]) cipher_text.write_u8(p.table[row2][(col2+1)%5]) } else if col1 == col2{ cipher_text.write_u8(p.table[(row1+1)%5][col1]) cipher_text.write_u8(p.table[(row2+1)%5][col2]) } else { cipher_text.write_u8(p.table[row1][col2]) cipher_text.write_u8(p.table[row2][col1]) } if i < l-1 { cipher_text.write_u8(' '[0]) } } return cipher_text.str() }   fn (p Playfair) decode(cipher_text string) string { mut decoded_text := strings.new_builder(128) l := cipher_text.len // cipher_text will include spaces so we need to skip them. for i := 0; i < l; i += 3 { row1, col1 := p.find_byte(cipher_text[i]) row2, col2 := p.find_byte(cipher_text[i+1]) if row1 == row2 { mut temp := 4 if col1 > 0 { temp = col1 - 1 } decoded_text.write_u8(p.table[row1][temp]) temp = 4 if col2 > 0 { temp = col2 - 1 } decoded_text.write_u8(p.table[row2][temp]) } else if col1 == col2 { mut temp := 4 if row1 > 0 { temp = row1 - 1 } decoded_text.write_u8(p.table[temp][col1]) temp = 4 if row2 > 0 { temp = row2 - 1 } decoded_text.write_u8(p.table[temp][col2]) } else { decoded_text.write_u8(p.table[row1][col2]) decoded_text.write_u8(p.table[row2][col1]) } if i < l-1 { decoded_text.write_u8(' '[0]) } } return decoded_text.str() }   fn (p Playfair) print_table() { println("The table to be used is :\n") for i in 0..5 { for j in 0..5 { print("${p.table[i][j].ascii_str()} ") } println('') } }   fn main() { keyword := os.input("Enter Playfair keyword : ") mut ignore_q := '' for ignore_q != "y" && ignore_q != "n" { ignore_q = os.input("Ignore Q when building table y/n : ").to_lower() } mut pfo := no_q if ignore_q == "n" { pfo = i_equals_j } mut table := [5][5]u8{} mut pf := Playfair{keyword, pfo, table} pf.init() pf.print_table() plain_text := os.input("\nEnter plain text : ") encoded_text := pf.encode(plain_text) println("\nEncoded text is : $encoded_text") decoded_text := pf.decode(encoded_text) println("Deccoded text is : $decoded_text") }
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#11l
11l
F popcount(n) R bin(n).count(‘1’)   F is_prime(n) I n < 2 R 0B L(i) 2 .. Int(sqrt(n)) I n % i == 0 R 0B R 1B   V i = 0 V cnt = 0 L I is_prime(popcount(i)) print(i, end' ‘ ’) cnt++ I cnt == 25 L.break i++   print() L(i) 888888877..888888888 I is_prime(popcount(i)) print(i, end' ‘ ’)
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#11l
11l
UInt32 seed = 0 F nonrandom()  :seed = 1664525 * :seed + 1013904223 R (:seed >> 16) / Float(FF'FF)   F mrUnrank1(&vec, rank, n) I n < 1 {R} V (q, r) = divmod(rank, n) swap(&vec[r], &vec[n - 1]) mrUnrank1(&vec, q, n - 1)   F mrRank1(&vec, &inv, n) I n < 2 {R 0} V s = vec[n - 1] swap(&vec[n - 1], &vec[inv[n - 1]]) swap(&inv[s], &inv[n - 1]) R s + n * mrRank1(&vec, &inv, n - 1)   F getPermutation(&vec, rank) L(i) 0 .< vec.len {vec[i] = i} mrUnrank1(&vec, rank, vec.len)   F getRank(vec) V v = [0] * vec.len V inv = [0] * vec.len L(val) vec v[L.index] = val inv[val] = L.index R mrRank1(&v, &inv, vec.len)   V tv3 = [0] * 3 L(r) 6 getPermutation(&tv3, r) print(‘#2 -> #. -> #.’.format(r, tv3, getRank(tv3)))   print() V tv4 = [0] * 4 L(r) 24 getPermutation(&tv4, r) print(‘#2 -> #. -> #.’.format(r, tv4, getRank(tv4)))   print() V tv12 = [0] * 12 L 4 V r = Int(nonrandom() * factorial(12)) getPermutation(&tv12, r) print(‘#9 -> #. -> #.’.format(r, tv12, getRank(tv12)))
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
#D
D
import std.algorithm; import std.bigint; import std.random; import std.stdio;   immutable 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, ];   BigInt getRandom(BigInt min, BigInt max) { auto r = max - min; auto hs = r.toHex;   BigInt result; do { string t = "0x"; for (int i = 0; i < hs.length; i++) { t ~= "0123456789abcdef"[uniform(0, 16)]; } result = BigInt(t) + min; } while (result < min || max <= result); return result; }   //Modified from https://rosettacode.org/wiki/Miller-Rabin_primality_test#Python bool isProbablePrime(BigInt n) { if (n == 0 || n == 1) { return false; }   bool check(BigInt num) { foreach (prime; PRIMES) { if (num == prime) { return true; } if (num % prime == 0) { return false; } if (prime * prime > num) { return true; } } return true; }   if (check(n)) { auto large = PRIMES[$ - 1]; if (n <= large) { return true; } }   int s = 0; auto d = n - 1; while ((d & 1) == 0) { d >>= 1; s++; }   bool trialComposite(BigInt a) { if (powmod(a, d, n) == 1) { return false; } for (int i = 0; i < s; i++) { auto t = BigInt(2) ^^ i; if (powmod(a, t * d, n) == n - 1) { return false; } } return true; }   for (int i = 0; i < 8; i++) { auto a = getRandom(BigInt(2), n); if (trialComposite(a)) { return false; } } return true; }   BigInt[][] pierpont(int n) { BigInt[][] p = [[], []]; for (int i = 0; i < n; i++) { p[0] ~= BigInt(0); p[1] ~= BigInt(0); } p[0][0] = 2;   int count = 0; int count1 = 1; int count2 = 0; BigInt[] s = [BigInt(1)]; int i2 = 0; int i3 = 0; int k = 1; BigInt n2, n3, 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 ~= t; k++;   t++; if (count1 < n && t.isProbablePrime()) { p[0][count1] = t; count1++; }   t -= 2; if (count2 < n && t.isProbablePrime()) { p[1][count2] = t; count2++; }   count = min(count1, count2); } }   return p; }   void main() { auto p = pierpont(250);   writeln("First 50 Pierpont primes of the first kind:"); for (int i = 0; i < 50; i++) { writef("%8d ", p[0][i]); if ((i - 9) % 10 == 0) { writeln; } } writeln;   writeln("First 50 Pierpont primes of the first kind:"); for (int i = 0; i < 50; i++) { writef("%8d ", p[1][i]); if ((i - 9) % 10 == 0) { writeln; } } writeln;   writefln("%dth Pierpont prime of the first kind: %d", p[0].length, p[0][$ - 1]); writefln("%dth Pierpont prime of the second kind: %d", p[1].length, p[1][$ - 1]); }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#AutoHotkey
AutoHotkey
list := ["abc", "def", "gh", "ijklmnop", "hello", "world"] Random, randint, 1, % list.MaxIndex() MsgBox % List[randint]
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#AWK
AWK
# syntax: GAWK -f PICK_RANDOM_ELEMENT.AWK BEGIN { n = split("Monday,Tuesday,Wednesday,Thursday,Friday,Saturday,Sunday",day_of_week,",") srand() x = int(n*rand()) + 1 printf("%s\n",day_of_week[x]) exit(0) }
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
#SAS
SAS
data primes; do n=1 to 1000; link primep; if primep then output; end; stop;   primep: if n < 4 then do; primep=n=2 or n=3; return; end; primep=0; if mod(n,2)=0 then return; do k=3 to sqrt(n) by 2; if mod(n,k)=0 then return; end; primep=1; return; keep n; run;
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.
#Python
Python
#!/usr/bin/python3   ''' See: http://en.wikipedia.org/wiki/Pig_(dice)   This program scores, throws the dice, and plays for an N player game of Pig.   '''   from random import randint from collections import namedtuple import random from pprint import pprint as pp from collections import Counter     playercount = 2 maxscore = 100 maxgames = 100000     Game = namedtuple('Game', 'players, maxscore, rounds') Round = namedtuple('Round', 'who, start, scores, safe')     class Player(): def __init__(self, player_index): self.player_index = player_index   def __repr__(self): return '%s(%i)' % (self.__class__.__name__, self.player_index)   def __call__(self, safescore, scores, game): 'Returns boolean True to roll again' pass   class RandPlay(Player): def __call__(self, safe, scores, game): 'Returns random boolean choice of whether to roll again' return bool(random.randint(0, 1))   class RollTo20(Player): def __call__(self, safe, scores, game): 'Roll again if this rounds score < 20' return (((sum(scores) + safe[self.player_index]) < maxscore) # Haven't won yet and(sum(scores) < 20)) # Not at 20 this round   class Desparat(Player): def __call__(self, safe, scores, game): 'Roll again if this rounds score < 20 or someone is within 20 of winning' return (((sum(scores) + safe[self.player_index]) < maxscore) # Haven't won yet and( (sum(scores) < 20) # Not at 20 this round or max(safe) >= (maxscore - 20))) # Someone's close     def game__str__(self): 'Pretty printer for Game class' return ("Game(players=%r, maxscore=%i,\n rounds=[\n  %s\n ])"  % (self.players, self.maxscore, ',\n '.join(repr(round) for round in self.rounds))) Game.__str__ = game__str__     def winningorder(players, safescores): 'Return (players in winning order, their scores)' return tuple(zip(*sorted(zip(players, safescores), key=lambda x: x[1], reverse=True)))   def playpig(game): ''' Plays the game of pig returning the players in winning order and their scores whilst updating argument game with the details of play. ''' players, maxscore, rounds = game playercount = len(players) safescore = [0] * playercount # Safe scores for each player player = 0 # Who plays this round scores=[] # Individual scores this round   while max(safescore) < maxscore: startscore = safescore[player] rolling = players[player](safescore, scores, game) if rolling: rolled = randint(1, 6) scores.append(rolled) if rolled == 1: # Bust! round = Round(who=players[player], start=startscore, scores=scores, safe=safescore[player]) rounds.append(round) scores, player = [], (player + 1) % playercount else: # Stick safescore[player] += sum(scores) round = Round(who=players[player], start=startscore, scores=scores, safe=safescore[player]) rounds.append(round) if safescore[player] >= maxscore: break scores, player = [], (player + 1) % playercount   # return players in winning order and all scores return winningorder(players, safescore)   if __name__ == '__main__': game = Game(players=tuple(RandPlay(i) for i in range(playercount)), maxscore=20, rounds=[]) print('ONE GAME') print('Winning order: %r; Respective scores: %r\n' % playpig(game)) print(game) game = Game(players=tuple(RandPlay(i) for i in range(playercount)), maxscore=maxscore, rounds=[]) algos = (RollTo20, RandPlay, Desparat) print('\n\nMULTIPLE STATISTICS using %r\n for %i GAMES'  % (', '.join(p.__name__ for p in algos), maxgames,)) winners = Counter(repr(playpig(game._replace(players=tuple(random.choice(algos)(i) for i in range(playercount)), rounds=[]))[0]) for i in range(maxgames)) print(' Players(position) winning on left; occurrences on right:\n  %s'  % ',\n '.join(str(w) for w in winners.most_common()))
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
#ALGOL_68
ALGOL 68
# reverses the characters in str from start pos to end pos # PROC in place reverse = ( REF STRING str, INT start pos, INT end pos )VOID: BEGIN INT fpos := start pos, epos := end pos; WHILE fpos < epos DO CHAR c := str[ fpos ]; str[ fpos ] := str[ epos ]; str[ epos ] := c; fpos +:= 1; epos -:= 1 OD END; # in place reverse #   STRING original phrase := "rosetta code phrase reversal";   STRING whole reversed := original phrase; in place reverse( whole reversed, LWB whole reversed, UPB whole reversed );   # reverse the individual words # STRING words reversed := original phrase; INT start pos := LWB words reversed;   WHILE # skip leading spaces # WHILE IF start pos <= UPB words reversed THEN words reversed[ start pos ] = " " ELSE FALSE FI DO start pos +:= 1 OD; start pos <= UPB words reversed DO # have another word, find it # INT end pos := start pos; WHILE IF end pos <= UPB words reversed THEN words reversed[ end pos ] /= " " ELSE FALSE FI DO end pos +:= 1 OD; in place reverse( words reversed, start pos, end pos - 1 ); start pos := end pos + 1 OD;   # reversing the reversed words in the same order as the original will # # reverse the order of the words # STRING order reversed := words reversed; in place reverse( order reversed, LWB order reversed, UPB order reversed );   print( ( original phrase, ": whole reversed -> ", whole reversed, newline , original phrase, ": words reversed -> ", words reversed, newline , original phrase, ": order reversed -> ", order reversed, newline ) )
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
#ATS
ATS
  (* ****** ****** *) // #include "share/atspre_staload.hats" #include "share/HATS/atspre_staload_libats_ML.hats" // (* ****** ****** *) // abst@ype pip_type = int abst@ype suit_type = int // abst@ype card_type = int // (* ****** ****** *)   typedef pip = pip_type typedef suit = suit_type   (* ****** ****** *)   typedef card = card_type   (* ****** ****** *) // extern fun pip_make: natLt(13) -> pip extern fun pip_get_name: pip -> string extern fun pip_get_value: pip -> intBtwe(1, 13) // extern fun suit_make: natLt(4) -> suit extern fun suit_get_name: suit -> string extern fun suit_get_value: suit -> intBtwe(1, 4) // overload .name with pip_get_name overload .name with suit_get_name overload .value with pip_get_value overload .value with suit_get_value // (* ****** ****** *) // (* | Two | Three | Four | Five | Six | Seven | Eight | Nine | Ten | Jack | Queen | King | Ace *) // (* | Spade | Heart | Diamond | Club *) // (* ****** ****** *)   local   assume pip_type = natLt(13)   in (* in-of-local *)   implement pip_make(x) = x implement pip_get_value(x) = x + 1   end // end of [local]   (* ****** ****** *)   local   assume suit_type = natLt(4)   in (* in-of-local *)   implement suit_make(x) = x implement suit_get_value(x) = x + 1   end // end of [local]   (* ****** ****** *)   implement pip_get_name (x) = ( case+ x.value() of // case+ | 1 => "Ace" | 2 => "Two" | 3 => "Three" | 4 => "Four" | 5 => "Five" | 6 => "Six" | 7 => "Seven" | 8 => "Eight" | 9 => "Nine" | 10 => "Ten" | 11 => "Jack" | 12 => "Queen" | 13 => "King" )   (* ****** ****** *) // implement suit_get_name (x) = ( case+ x.value() of // case+ | 1 => "S" | 2 => "H" | 3 => "D" | 4 => "C" ) (* end of [suit_get_name] *) // (* ****** ****** *) // extern fun card_get_pip: card -> pip extern fun card_get_suit: card -> suit // extern fun card_make: natLt(52) -> card extern fun card_make_suit_pip: (suit, pip) -> card // (* ****** ****** *)   extern fun fprint_pip : fprint_type(pip) extern fun fprint_suit : fprint_type(suit) extern fun fprint_card : fprint_type(card)   (* ****** ****** *)   overload .pip with card_get_pip overload .suit with card_get_suit   (* ****** ****** *)   implement fprint_val<card> = fprint_card   (* ****** ****** *)   overload fprint with fprint_pip overload fprint with fprint_suit overload fprint with fprint_card   (* ****** ****** *)   local   assume card_type = natLt(52)   in (* in-of-local *) // implement card_get_pip (x) = pip_make(nmod(x, 13)) implement card_get_suit (x) = suit_make(ndiv(x, 13)) // implement card_make(xy) = xy // implement card_make_suit_pip(x, y) = (x.value()-1) * 13 + (y.value()-1) // end // end of [local]   (* ****** ****** *) // implement fprint_pip(out, x) = fprint!(out, x.name()) implement fprint_suit(out, x) = fprint!(out, x.name()) // implement fprint_card(out, c) = fprint!(out, c.suit(), "(", c.pip(), ")") // (* ****** ****** *) // absvtype deck_vtype(n:int) = ptr // vtypedef deck(n:int) = deck_vtype(n) // (* ****** ****** *) // extern fun deck_get_size {n:nat}(!deck(n)): int(n) // extern fun deck_is_empty {n:nat}(!deck(n)): bool(n==0) // overload iseqz with deck_is_empty // (* ****** ****** *) // extern fun deck_free{n:int}(deck(n)): void // overload .free with deck_free // (* ****** ****** *) // extern fun deck_make_full((*void*)): deck(52) // (* ****** ****** *) // extern fun fprint_deck {n:nat}(FILEref, !deck(n)): void // overload fprint with fprint_deck // (* ****** ****** *) // extern fun deck_shuffle {n:nat}(!deck(n) >> _): void // overload .shuffle with deck_shuffle // (* ****** ****** *) // extern fun deck_takeout_top {n:pos}(!deck(n) >> deck(n-1)): card // (* ****** ****** *)   local // datavtype deck(int) = | {n:nat} Deck(n) of ( int(n) , list_vt(card, n) ) // end of [Deck] // assume deck_vtype(n:int) = deck(n) // in (* in-of-local *)   implement deck_get_size (deck) = ( let val+Deck(n, _) = deck in n end )   implement deck_is_empty (deck) = ( let val+Deck(n, _) = deck in n = 0 end )   (* ****** ****** *) // implement deck_free(deck) = ( let val+~Deck(n, xs) = deck in free(xs) end ) (* end of [deck_free] *) // (* ****** ****** *)   implement deck_make_full ((*void*)) = let // val xys = list_make_intrange(0, 52) // val cards = list_vt_mapfree_fun<natLt(52)><card>(xys, lam xy => card_make(xy)) // in Deck(52, cards) end // end of [deck_make_full]   (* ****** ****** *)   implement fprint_deck (out, deck) = let // val+Deck(n, xs) = deck // in // fprint_list_vt(out, xs) // end // end of [fprint_deck]   (* ****** ****** *)   implement deck_shuffle (deck) = fold@(deck) where { // val+@Deck(n, xs) = deck // implement list_vt_permute$randint<> (n) = randint(n) // val ((*void*)) = (xs := list_vt_permute(xs)) // } (* end of [deck_shuffle] *)   (* ****** ****** *)   implement deck_takeout_top (deck) = let // val+@Deck(n, xs) = deck // val+ ~list_vt_cons(x0, xs_tl) = xs // val ((*void*)) = n := n - 1 val ((*void*)) = (xs := xs_tl) // in fold@(deck); x0(*top*) end // end of [deck_takeout_top]   end // end of [local]   (* ****** ****** *)   implement main0((*void*)) = { // val () = println! ( "Hello from [Playing_cards]!" ) (* println! *) // val out = stdout_ref // val theDeck = deck_make_full((*void*)) // val ((*void*)) = fprintln!(out, "theDeck = ", theDeck) // val ((*void*)) = theDeck.shuffle((*void*)) // val ((*void*)) = fprintln!(out, "theDeck = ", theDeck) // val ((*void*)) = loop_deal(theDeck) where { // fun loop_deal{n:nat} ( deck: !deck(n) >> deck(0) ) : void = ( if ( iseqz(deck) ) then ((*void*)) else let val card = deck_takeout_top(deck) in fprintln!(out, card); loop_deal(deck) end // end of [let] // end of [else] ) // } (* end of [val] *) // val ((*freed*)) = theDeck.free() // } (* end of [main0] *)   (* ****** ****** *)  
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
#Clojure
Clojure
(def max 100)   (defn roll-dice [] (let [roll (inc (rand-int 6))] (println "Rolled:" roll) roll))   (defn switch [player] (if (= player :player1) :player2 :player1))   (defn find-winner [game] (cond (>= (:player1 game) max) :player1 (>= (:player2 game) max) :player2  :else nil))   (defn bust [] (println "Busted!") 0)   (defn hold [points] (println "Sticking with" points) points)   (defn play-round [game player temp-points] (println (format "%s: (%s, %s). Want to Roll? (y/n) " (name player) (player game) temp-points)) (let [input (clojure.string/upper-case (read-line))] (if (.equals input "Y") (let [roll (roll-dice)] (if (= 1 roll) (bust) (play-round game player (+ roll temp-points)))) (hold temp-points))))   (defn play-game [game player] (let [winner (find-winner game)] (if (nil? winner) (let [points (play-round game player 0)] (recur (assoc game player (+ points (player game))) (switch player))) (println (name winner) "wins!"))))   (defn -main [& args] (println "Pig the Dice Game.") (play-game {:player1 0, :player2 0} :player1))
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
#Wren
Wren
import "/dynamic" for Enum import "/str" for Str, Char import "/trait" for Stepped import "/ioutil" for Input   var PlayfairOption = Enum.create("PlayfairOption", ["NO_Q", "I_EQUALS_J"])   class Playfair { construct new(keyword, pfo) { _pfo = pfo // build_table _table = List.filled(5, null) for (i in 0..4) _table[i] = List.filled(5, "\0") // 5 * 5 char list var used = List.filled(26, false) if (_pfo == PlayfairOption.NO_Q) { used[16] = true // Q used } else { used[9] = true // J used } var alphabet = Str.upper(keyword) + "ABCDEFGHIJKLMNOPQRSTUVWXYZ" var i = 0 var j = 0 for (k in 0...alphabet.count) { var c = alphabet[k] if (Char.isAsciiUpper(c)) { var d = c.bytes[0] - 65 if (!used[d]) { _table[i][j] = c used[d] = true j = j + 1 if (j == 5) { i = i + 1 if (i == 5) break // table has been filled j = 0 } } } } }   getCleanText_(plainText) { var plainText2 = Str.upper(plainText) // ensure everything is upper case // get rid of any non-letters and insert X between duplicate letters var cleanText = "" var prevChar = "\0" // safe to assume null character won't be present in plainText for (i in 0...plainText2.count) { var nextChar = plainText2[i] // It appears that Q should be omitted altogether if NO_Q option is specified - we assume so anyway if (Char.isAsciiUpper(nextChar) && (nextChar != "Q" || _pfo != PlayfairOption.NO_Q)) { // If I_EQUALS_J option specified, replace J with I if (nextChar == "J" && _pfo == PlayfairOption.I_EQUALS_J) nextChar = "I" if (nextChar != prevChar) { cleanText = cleanText + nextChar } else { cleanText = cleanText + "X" + nextChar } prevChar = nextChar } } var len = cleanText.count if (len % 2 == 1) { // dangling letter at end so add another letter to complete digram if (cleanText[-1] != "X") { cleanText = cleanText + "X" } else { cleanText = cleanText + "Z" } } return cleanText }   findChar_(c) { for (i in 0..4) { for (j in 0..4) if (_table[i][j] == c) return [i, j] } return [-1, -1] }   encode(plainText) { var cleanText = getCleanText_(plainText) var cipherText = "" var length = cleanText.count for (i in Stepped.new(0...length, 2)) { var pair = findChar_(cleanText[i]) var row1 = pair[0] var col1 = pair[1] pair = findChar_(cleanText[i + 1]) var row2 = pair[0] var col2 = pair[1] cipherText = cipherText + ((row1 == row2) ? _table[row1][(col1 + 1) % 5] +_table[row2][(col2 + 1) % 5] : (col1 == col2) ? _table[(row1 + 1) % 5][col1] +_table[(row2 + 1) % 5][col2] : _table[row1][col2] +_table[row2][col1]) if (i < length - 1) cipherText = cipherText + " " } return cipherText }   decode(cipherText) { var decodedText = "" var length = cipherText.count for (i in Stepped.new(0...length, 3)) { // cipherText will include spaces so we need to skip them var pair = findChar_(cipherText[i]) var row1 = pair[0] var col1 = pair[1] pair = findChar_(cipherText[i + 1]) var row2 = pair[0] var col2 = pair[1] decodedText = decodedText + ((row1 == row2) ? _table[row1][(col1 > 0) ? col1-1 : 4] +_table[row2][(col2 > 0) ? col2-1 : 4] : (col1 == col2) ? _table[(row1 > 0) ? row1-1 : 4][col1] +_table[(row2 > 0) ? row2-1 : 4][col2] : _table[row1][col2] +_table[row2][col1]) if (i < length - 1) decodedText = decodedText + " " } return decodedText }   printTable() { System.print("The_table to be used is :\n") for (i in 0..4) { for (j in 0..4) System.write(_table[i][j] + " ") System.print() } } }   var keyword = Input.text("Enter Playfair keyword : ", 1) var ignoreQ = Str.lower(Input.option("Ignore Q when building_table y/n : ", "yYnN")) var pfo = (ignoreQ == "y") ? PlayfairOption.NO_Q : PlayfairOption.I_EQUALS_J var playfair = Playfair.new(keyword, pfo) playfair.printTable() var plainText = Input.text("\nEnter plain text : ") var encodedText = playfair.encode(plainText) System.print("\nEncoded text is : %(encodedText)") var decodedText = playfair.decode(encodedText) System.print("Decoded text is : %(decodedText)")
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#360_Assembly
360 Assembly
* Pernicious numbers 04/05/2016 PERNIC CSECT USING PERNIC,R13 base register and savearea pointer SAVEAREA B STM-SAVEAREA(R15) DC 17F'0' STM STM R14,R12,12(R13) save registers ST R13,4(R15) link backward SA ST R15,8(R13) link forward SA LR R13,R15 establish addressability SR R7,R7 n=0 MVC PG,=CL80' ' clear buffer LA R10,PG pgi LA R6,1 i=1 LOOPI1 C R7,=F'25' do i=1 while(n<25) BNL ELOOPI1 LR R1,R6 i BAL R14,POPCOUNT LR R1,R0 popcount(i) BAL R14,ISPRIME C R0,=F'1' if isprime(popcount(i))=1 BNE NOTPRIM1 XDECO R6,XDEC edit i MVC 0(3,R10),XDEC+9 output i format I3 LA R10,3(R10) pgi=pgi+3 LA R7,1(R7) n=n+1 NOTPRIM1 LA R6,1(R6) i=i+1 B LOOPI1 ELOOPI1 XPRNT PG,80 print buffer MVC PG,=CL80' ' clear buffer LA R10,PG pgi L R6,=F'888888877' i=888888877 LOOPI2 C R6,=F'888888888' do i to 888888888 BH ELOOPI2 LR R1,R6 i BAL R14,POPCOUNT LR R1,R0 popcount(i) BAL R14,ISPRIME C R0,=F'1' if isprime(popcount(i))=1 BNE NOTPRIM2 XDECO R6,XDEC edit i MVC 0(10,R10),XDEC+2 output i format I10 LA R10,10(R10) pgi=pgi+10 NOTPRIM2 LA R6,1(R6) i=i+1 B LOOPI2 ELOOPI2 XPRNT PG,80 print buffer L R13,4(0,R13) restore savearea pointer LM R14,R12,12(R13) restore registers XR R15,R15 return code = 0 BR R14 -------------- end main POPCOUNT CNOP 0,4 -------------- popcount(xx) [R8,R11] ST R14,POPCOUSA save return address ST R1,XX store argument SR R11,R11 rr=0 SR R8,R8 ii=0 LOOPII C R8,=F'31' do ii=0 to 31 BH ELOOPII L R1,XX xx LR R2,R8 ii BAL R14,BTEST C R0,=F'1' if btest(xx,ii)=1 BNE NOTBTEST LA R11,1(R11) rr=rr+1 NOTBTEST LA R8,1(R8) ii=ii+1 B LOOPII ELOOPII LR R0,R11 return(rr) L R14,POPCOUSA BR R14 -------------- end popcount ISPRIME CNOP 0,4 -------------- isprime(number) [R9] ST R14,ISPRIMSA save return address ST R1,NUMBER store argument C R1,=F'2' if number=2 BNE ELSE1 MVC ISPRIMEX,=F'1' isprimex=1 B ELOOPJJ ELSE1 L R1,NUMBER C R1,=F'2' if number<2 BL EVEN L R4,NUMBER SRDA R4,32 D R4,=F'2' mod(number,2) C R4,=F'0' if mod(number,2)=0 BNE ELSE2 EVEN MVC ISPRIMEX,=F'0' isprimex=0 B ELOOPJJ ELSE2 MVC ISPRIMEX,=F'1' isprimex=1 LA R9,3 jj=3 LOOPJJ LR R5,R9 jj MR R4,R9 jj*jj C R5,NUMBER do jj=3 by 1 while jj*jj<=number BH ELOOPJJ L R4,NUMBER SRDA R4,32 DR R4,R9 mod(number,jj) LTR R4,R4 if mod(number,jj)=0 BNZ ITERJJ MVC ISPRIMEX,=F'0' isprimex=0 L R0,ISPRIMEX return(isprimex) B ISPRIMRT ITERJJ LA R9,1(R9) jj=jj+1 B LOOPJJ ELOOPJJ L R0,ISPRIMEX return(isprimex) ISPRIMRT L R14,ISPRIMSA BR R14 -------------- end isprime BTEST CNOP 0,4 -------------- btest(word,n) [R0:R3] LA R0,1 ok=1; return(1) if word(n)='1'b LR R3,R2 i=n LOOPB LTR R3,R3 if i=0 BZ ELOOPB SRL R1,1 Shift Right Logical BCTR R3,0 i=i-1 B LOOPB ELOOPB STC R1,BTESTX x=word TM BTESTX,B'00000001' if bit(word,n)='1'b BO BTESTRET LA R0,0 ok=0; return(0) if word(n)='0'b BTESTRET BR R14 -------------- end btest XX DS F paramter of popcount NUMBER DS F paramter of isprime ISPRIMEX DS F return value of isprime BTESTX DS X byte to see in btest POPCOUSA DS A return address of popcount ISPRIMSA DS A return address of isprime PG DS CL80 buffer XDEC DS CL12 edit zone YREGS END PERNIC
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#C
C
#include <stdio.h> #include <stdlib.h>   #define SWAP(a,b) do{t=(a);(a)=(b);(b)=t;}while(0)   void _mr_unrank1(int rank, int n, int *vec) { int t, q, r; if (n < 1) return;   q = rank / n; r = rank % n; SWAP(vec[r], vec[n-1]); _mr_unrank1(q, n-1, vec); }   int _mr_rank1(int n, int *vec, int *inv) { int s, t; if (n < 2) return 0;   s = vec[n-1]; SWAP(vec[n-1], vec[inv[n-1]]); SWAP(inv[s], inv[n-1]); return s + n * _mr_rank1(n-1, vec, inv); }   /* Fill the integer array <vec> (of size <n>) with the * permutation at rank <rank>. */ void get_permutation(int rank, int n, int *vec) { int i; for (i = 0; i < n; ++i) vec[i] = i; _mr_unrank1(rank, n, vec); }   /* Return the rank of the current permutation of array <vec> * (of size <n>). */ int get_rank(int n, int *vec) { int i, r, *v, *inv;   v = malloc(n * sizeof(int)); inv = malloc(n * sizeof(int));   for (i = 0; i < n; ++i) { v[i] = vec[i]; inv[vec[i]] = i; } r = _mr_rank1(n, v, inv); free(inv); free(v); return r; }   int main(int argc, char *argv[]) { int i, r, tv[4];   for (r = 0; r < 24; ++r) { printf("%3d: ", r); get_permutation(r, 4, tv);   for (i = 0; i < 4; ++i) { if (0 == i) printf("[ "); else printf(", "); printf("%d", tv[i]); } printf(" ] = %d\n", get_rank(4, tv)); } }  
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
#Delphi
Delphi
  program Pierpont_primes;   {$APPTYPE CONSOLE}   uses System.SysUtils, System.Math, System.StrUtils, System.Generics.Collections, System.Generics.Defaults, Velthuis.BigIntegers, Velthuis.BigIntegers.Primes;   function Pierpont(ulim, vlim: Integer; first: boolean): TArray<BigInteger>; begin var p: BigInteger := 0; var p2: BigInteger := 1; var p3: BigInteger := 1;   for var v := 0 to vlim - 1 do begin for var u := 0 to ulim - 1 do begin p := p2 * p3; if first then p := p + 1 else p := p - 1; if IsProbablePrime(p, 10) then begin SetLength(result, Length(result) + 1); result[High(result)] := BigInteger(p); end; p2 := p2 * 2; end; p3 := p3 * 3; p2 := 1; end;   TArray.sort<BigInteger>(Result, TComparer<BigInteger>.Construct( function(const Left, Right: BigInteger): Integer begin Result := BigInteger.Compare(Left, Right); end)); end;   begin   writeln('First 50 Pierpont primes of the first kind:'); var pp := Pierpont(120, 80, True); for var i := 0 to 49 do begin write(pp[i].ToString: 8, ' '); if ((i - 9) mod 10) = 0 then writeln; end;   writeln('First 50 Pierpont primes of the second kind:'); var pp2 := Pierpont(120, 80, False); for var i := 0 to 49 do begin write(pp2[i].ToString: 8, ' '); if ((i - 9) mod 10) = 0 then writeln; end;   Writeln('250th Pierpont prime of the first kind:', pp[249].ToString); Writeln('250th Pierpont prime of the second kind:', pp2[249].ToString);   readln; end.
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#BaCon
BaCon
' Pick random element OPTION BASE 1 DECLARE words$[6] FOR i = 1 TO 6 : READ words$[i] : NEXT DATA "Alpha", "Beta", "Gamma", "Delta", "Epsilon", "Zeta"   element = RANDOM(6) + 1 PRINT "Chose ", element, ": ", words$[element]
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Bash
Bash
# borrowed from github.com/search?q=bashnative   rand() { printf $(( $1 * RANDOM / 32767 )) } rand_element () { local -a th=("$@") unset th[0] printf $'%s\n' "${th[$(($(rand "${#th[*]}")+1))]}" }   echo "You feel like a $(rand_element pig donkey unicorn eagle) today"
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
#Scala
Scala
def isPrime(n: Int) = n > 1 && (Iterator.from(2) takeWhile (d => d * d <= n) forall (n % _ != 0))
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.
#Racket
Racket
#lang racket   (define (pig-the-dice #:print? [print? #t] . players) (define prn (if print? (λ xs (apply printf xs) (flush-output)) void)) (define names (for/list ([p players] [n (in-naturals 1)]) n)) (define points (for/list ([p players]) (box 0))) (with-handlers ([(negate exn?) identity]) (for ([nm (in-cycle names)] [tp (in-cycle points)] [pl (in-cycle players)]) (prn (string-join (for/list ([n names] [p points]) (format "Player ~a, ~a points" n (unbox p))) "; " #:before-first "Status: " #:after-last ".\n")) (let turn ([p 0] [n 0]) (prn "Player ~a, round #~a, [R]oll or [P]ass? " nm (+ 1 n)) (define roll? (pl (unbox tp) p n)) (unless (eq? pl human) (prn "~a\n" (if roll? 'R 'P))) (if (not roll?) (set-box! tp (+ (unbox tp) p)) (let ([r (+ 1 (random 6))]) (prn " Dice roll: ~s => " r) (if (= r 1) (prn "turn lost\n") (let ([p (+ p r)]) (prn "~a points\n" p) (turn p (+ 1 n))))))) (prn "--------------------\n") (when (<= 100 (unbox tp)) (prn "Player ~a wins!\n" nm) (raise nm)))))   (define (human total-points turn-points round#) (case (string->symbol (car (regexp-match #px"[A-Za-z]?" (read-line)))) [(R r) #t] [(P p) #f] [else (human total-points turn-points round#)]))   ;; Always do N rolls (define ((n-rounds n) total-points turn-points round#) (< round# n)) ;; Roll until a given number of points (define ((n-points n) total-points turn-points round#) (< turn-points n)) ;; Random decision (define ((n-random n) total-points turn-points round#) (zero? (random n)))   (define (n-runs n . players) (define v (make-vector (length players) 0)) (for ([i n]) (define p (sub1 (apply pig-the-dice #:print? #f players))) (vector-set! v p (add1 (vector-ref v p)))) (for ([wins v] [i (in-naturals 1)]) (printf "Player ~a: ~a%\n" i (round (/ wins n 1/100)))))   ;; Things to try ;; (n-runs 1000 (n-random 2) (n-random 3) (n-random 4)) ;; (n-runs 1000 (n-rounds 5) (n-points 24)) ;; (n-runs 1000 (n-rounds 5) (n-random 2))
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
#AppleScript
AppleScript
-- REVERSED PHRASES, COMPONENT WORDS, AND WORD ORDER ---------------------   -- reverseString, reverseEachWord, reverseWordOrder :: String -> String on stringReverse(s) |reverse|(s) end stringReverse   on reverseEachWord(s) wordLevel(curry(my map)'s |λ|(my |reverse|))'s |λ|(s) end reverseEachWord   on reverseWordOrder(s) wordLevel(my |reverse|)'s |λ|(s) end reverseWordOrder     -- wordLevel :: ([String] -> [String]) -> String -> String on wordLevel(f) script on |λ|(x) unwords(mReturn(f)'s |λ|(|words|(x))) end |λ| end script end wordLevel     -- TEST ---------------------------------------------------------------------- on run unlines(|<*>|({stringReverse, reverseEachWord, reverseWordOrder}, ¬ {"rosetta code phrase reversal"}))   -->   -- "lasrever esarhp edoc attesor -- attesor edoc esarhp lasrever -- reversal phrase code rosetta" end run     -- GENERIC FUNCTIONS ---------------------------------------------------------   -- A list of functions applied to a list of arguments -- (<*> | ap) :: [(a -> b)] -> [a] -> [b] on |<*>|(fs, xs) set {nf, nx} to {length of fs, length of xs} set acc to {} repeat with i from 1 to nf tell mReturn(item i of fs) repeat with j from 1 to nx set end of acc to |λ|(contents of (item j of xs)) end repeat end tell end repeat return acc end |<*>|   -- curry :: (Script|Handler) -> Script on curry(f) script on |λ|(a) script on |λ|(b) |λ|(a, b) of mReturn(f) end |λ| end script end |λ| end script end curry   -- intercalate :: Text -> [Text] -> Text on intercalate(strText, lstText) set {dlm, my text item delimiters} to {my text item delimiters, strText} set strJoined to lstText as text set my text item delimiters to dlm return strJoined end intercalate   -- map :: (a -> b) -> [a] -> [b] on map(f, xs) tell mReturn(f) set lng to length of xs set lst to {} repeat with i from 1 to lng set end of lst to |λ|(item i of xs, i, xs) end repeat return lst end tell end map   -- Lift 2nd class handler function into 1st class script wrapper -- mReturn :: Handler -> Script on mReturn(f) if class of f is script then f else script property |λ| : f end script end if end mReturn   -- reverse :: [a] -> [a] on |reverse|(xs) if class of xs is text then (reverse of characters of xs) as text else reverse of xs end if end |reverse|   -- words :: String -> [String] on |words|(s) words of s end |words|   -- unlines :: [String] -> String on unlines(lstLines) intercalate(linefeed, lstLines) end unlines   -- unwords :: [String] -> String on unwords(lstWords) intercalate(space, lstWords) end unwords
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
#AutoHotkey
AutoHotkey
suits := ["♠", "♦", "♥", "♣"] values := [2,3,4,5,6,7,8,9,10,"J","Q","K","A"] Gui, font, s14 Gui, add, button, w190 gNewDeck, New Deck Gui, add, button, x+10 wp gShuffle, Shuffle Gui, add, button, x+10 wp gDeal, Deal Gui, add, text, xs w600 , Current Deck: Gui, add, Edit, xs wp r4 vDeck Gui, add, text, xs , Hands: Gui, add, Edit, x+10 w60 vHands gHands Gui, add, UpDown,, 1 Edits := 0   Hands: Gui, Submit, NoHide loop, % Edits GuiControl,Hide, Hand%A_Index%   loop, % Hands GuiControl,Show, % "Hand" A_Index   loop, % Hands - Edits { Edits++ Gui, add, ListBox, % "x" (Edits=1?"s":"+10") " w60 r13 vHand" Edits } Gui, show, AutoSize return ;----------------------------------------------- GuiClose: ExitApp return ;----------------------------------------------- NewDeck: cards := [], deck := Dealt:= ""   loop, % Hands GuiControl,, Hand%A_Index%, |   for each, suit in suits for each, value in values cards.Insert(value suit)   for each, card in cards deck .= card (mod(A_Index, 13) ? " " : "`n") GuiControl,, Deck, % deck GuiControl,, Dealt GuiControl, Enable, Button2 GuiControl, Enable, Hands return ;----------------------------------------------- shuffle: gosub, NewDeck shuffled := [], deck := "" loop, 52 { Random, rnd, 1, % cards.MaxIndex() shuffled[A_Index] := cards.RemoveAt(rnd) } for each, card in shuffled { deck .= card (mod(A_Index, 13) ? " " : "`n") cards.Insert(card) } GuiControl,, Deck, % deck return ;----------------------------------------------- Deal: Gui, Submit, NoHide if ( Hands > cards.MaxIndex()) return   deck := "" loop, % Hands GuiControl,, Hand%A_Index%, % cards.RemoveAt(1)   GuiControl, Disable, Button2 GuiControl, Disable, Hands GuiControl,, Dealt, % Dealt   for each, card in cards deck .= card (mod(A_Index, 13) ? " " : "`n") GuiControl,, Deck, % deck return ;-----------------------------------------------
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#11l
11l
V ndigits = 0 V q = BigInt(1) V r = BigInt(0) V t = q V k = q V n = BigInt(3) V l = n   V first = 1B L ndigits < 1'000 I 4 * q + r - t < n * t print(n, end' ‘’) ndigits++ I ndigits % 70 == 0 print() I first first = 0B print(‘.’, end' ‘’) V nr = 10 * (r - n * t) n = ((10 * (3 * q + r)) I/ t) - 10 * n q *= 10 r = nr E V nr = (2 * q + r) * l V nn = (q * (7 * k + 2) + r * l) I/ (t * l) q *= k t *= l l += 2 k++ n = nn r = nr
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
#CLU
CLU
% This program uses the RNG included in PCLU's "misc.lib".   pig = cluster is play rep = null own pi: stream := stream$primary_input() own po: stream := stream$primary_output()   own scores: array[int] := array[int]$[0,0]    % Seed the RNG with the current time init_rng = proc () d: date := now() random$seed(d.second + 60*(d.minute + 60*d.hour)) end init_rng    % Roll die roll = proc () returns (int) return(random$next(6) + 1) end roll    % Read keypresses until one of the keys in 's' is pressed accept = proc (s: string) returns (char) own beep: string := string$ac2s(array[char]$[char$i2c(7), char$i2c(8)])   while true do c: char := stream$getc(pi) if string$indexc(c,s) ~= 0 then stream$putl(po, "") return(c) end stream$puts(po, beep) end end accept    % Print the current scores print_scores = proc () stream$puts(po, "\nCurrent scores: ") for p: int in array[int]$indexes(scores) do stream$puts(po, "Player " || int$unparse(p) || " = " || int$unparse(scores[p]) || "\t") end stream$putl(po, "") end print_scores    % Player P's turn turn = proc (p: int) stream$putl(po, "\nPlayer " || int$unparse(p) || "'s turn.") t: int := 0 while true do r: int := roll() stream$puts(po, "Score: " || int$unparse(scores[p])) stream$puts(po, " Turn: " || int$unparse(t)) stream$puts(po, " Roll: " || int$unparse(r))   if r=1 then  % Rolled a 1, turn is over, no points. stream$putl(po, " - Too bad!") break end    % Add this roll to the score for this turn t := t + r   stream$puts(po, "\tR)oll again, or H)old? ") if accept("rh") = 'h' then  % The player stops, and receives the points for this turn. scores[p] := scores[p] + t break end end stream$putl(po, "Player " || int$unparse(p) || "'s turn ends.") end turn    % Play the game play = proc () stream$putl(po, "Game of Pig\n---- -- ----") init_rng() scores[1] := 0  % Both players start out with 0 points scores[2] := 0    % Players take turns until one of them has a score >= 100 p: int := 1 while scores[1] < 100 & scores[2] < 100 do print_scores() turn(p) p := 3-p end   print_scores() for i: int in array[int]$indexes(scores) do if scores[i] >= 100 then stream$putl(po, "Player " || int$unparse(i) || " wins!") break end end end play end pig   start_up = proc() pig$play() end start_up
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
#zkl
zkl
fcn genKeyTable(key,deadChr){ // deadChr=="Q" or "J" deadChr=deadChr.toUpper(); key=key.toUpper().unique() - " " - deadChr; return(key + (["A".."Z"].pump(String) - deadChr - key), deadChr); }
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#Ada
Ada
with Ada.Text_IO, Population_Count; use Population_Count;   procedure Pernicious is   Prime: array(0 .. 64) of Boolean; -- we are using 64-bit numbers, so the population count is between 0 and 64 X: Num; use type Num; Cnt: Positive; begin -- initialize array Prime; Prime(I) must be true if and only if I is a prime Prime := (0 => False, 1 => False, others => True); for I in 2 .. 8 loop if Prime(I) then Cnt := I + I; while Cnt <= 64 loop Prime(Cnt) := False; Cnt := Cnt + I; end loop; end if; end loop;   -- print first 25 pernicious numbers X := 1; for I in 1 .. 25 loop while not Prime(Pop_Count(X)) loop X := X + 1; end loop; Ada.Text_IO.Put(Num'Image(X)); X := X + 1; end loop; Ada.Text_IO.New_Line;   -- print pernicious numbers between 888_888_877 and 888_888_888 (inclusive) for Y in Num(888_888_877) .. 888_888_888 loop if Prime(Pop_Count(Y)) then Ada.Text_IO.Put(Num'Image(Y)); end if; end loop; Ada.Text_IO.New_Line; end;
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#D
D
import std.stdio, std.algorithm, std.range;   alias TRank = ulong;   TRank factorial(in uint n) pure nothrow { TRank result = 1; foreach (immutable i; 2 .. n + 1) result *= i; return result; }   /// Fill the integer array <vec> with the permutation at rank <rank>. void computePermutation(size_t N)(ref uint[N] vec, TRank rank) pure nothrow if (N > 0 && N < 22) { N.iota.copy(vec[]);   foreach_reverse (immutable n; 1 .. N + 1) { immutable size_t r = rank % n; rank /= n; swap(vec[r], vec[n - 1]); } }   /// Return the rank of the current permutation. TRank computeRank(size_t N)(in ref uint[N] vec) pure nothrow if (N > 0 && N < 22) { uint[N] vec2, inv = void;   TRank mrRank1(in uint n) nothrow { if (n < 2) return 0;   immutable s = vec2[n - 1]; swap(vec2[n - 1], vec2[inv[n - 1]]); swap(inv[s], inv[n - 1]); return s + n * mrRank1(n - 1); }   vec2[] = vec[]; foreach (immutable i; 0 .. N) inv[vec[i]] = i; return mrRank1(N); }   void main() { import std.random;   uint[4] items1 = void; immutable rMax1 = items1.length.factorial; for (TRank rank = 0; rank < rMax1; rank++) { items1.computePermutation(rank); writefln("%3d: %s = %d", rank, items1, items1.computeRank); } writeln;   uint[21] items2 = void; immutable rMax2 = items2.length.factorial; foreach (immutable _; 0 .. 5) { immutable rank = uniform(0, rMax2); items2.computePermutation(rank); writefln("%20d: %s = %d", rank, items2, items2.computeRank); } }
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
#F.23
F#
  // Pierpont primes . Nigel Galloway: March 19th., 2021 let fN g=let mutable g=g in ((fun()->g),fun()->g<-g+g;()) let fG y=let rec fG n g=seq{match g|>List.minBy(fun(n,_)->n()) with (f,s) when f()=n->yield f()+y; s(); yield! fG(n*3)(fN(n*3)::g) |(f,s) ->yield f()+y; s(); yield! fG n g} seq{yield! fG 1 [fN 1]}|>Seq.filter isPrime let pierpontT1,pierpontT2=fG 1,fG -1   pierpontT1|>Seq.take 50|>Seq.iter(printf "%d "); printfn "" pierpontT2|>Seq.take 50|>Seq.iter(printf "%d "); printfn ""  
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#BASIC
BASIC
'setup DIM foo(10) AS LONG DIM n AS LONG, x AS LONG FOR n = LBOUND(foo) TO UBOUND(foo) foo(n) = INT(RND*99999) NEXT RANDOMIZE TIMER   'random selection x = INT(RND * ((UBOUND(foo) - LBOUND(foo)) + 1))   'output PRINT x, foo(x)
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Batch_File
Batch File
@echo off setlocal enabledelayedexpansion ::Initializing the pseudo-array... set "pseudo=Alpha Beta Gamma Delta Epsilon" set cnt=0 & for %%P in (!pseudo!) do ( set /a cnt+=1 set "pseudo[!cnt!]=%%P" ) ::Do the random thing... set /a rndInt=%random% %% cnt +1 ::Print the element corresponding to rndint... echo.!pseudo[%rndInt%]! pause exit /b
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
#Scheme
Scheme
(define (prime? number) (define (*prime? divisor) (or (> (* divisor divisor) number) (and (> (modulo number divisor) 0) (*prime? (+ divisor 1))))) (and (> number 1) (*prime? 2)))
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.
#Raku
Raku
player 0 uses the default strategy, always roll if it can. player 1 will roll up to 5 times then lock in whatever it earned. player 2 will try to get at least 20 points per turn. player 3 randomly picks whether to roll again or not biased so that there is a 90% chance that it will. player 4 randomly chooses to roll again but gets more consrvative as its score get closer to the goal.
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
#Arturo
Arturo
phr: "rosetta code phrase reversal"   print ["(0)" phr] print ["(1)" reverse phr] print ["(2)" join.with:" " map split.words phr => reverse] print ["(3)" join.with:" " reverse split.words phr]
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
#AutoHotkey
AutoHotkey
var = ( Rosetta Code Phrase Reversal )   array := strsplit(var, " ")   loop, % array.maxindex() string .= array[array.maxindex() - A_index + 1] . " "   loop, % array.maxindex() { m := array[A_index] array2 := strsplit(m, "") Loop, % array2.maxindex() string2 .= array2[array2.maxindex() - A_index + 1] string2 .= " " }   array := strsplit(string, " " )   loop, % array.maxindex() { m := array[A_index] array3 := strsplit(m, "") Loop, % array3.maxindex() string3 .= array3[array3.maxindex() - A_index + 1] string3 .= " " }   MsgBox % var . "`n" . string3 . "`n" . String . "`n" . string2 ExitApp   esc::ExitApp
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
#AutoIt
AutoIt
  #Region ;**** Directives created by AutoIt3Wrapper_GUI **** #AutoIt3Wrapper_Change2CUI=y #EndRegion ;**** Directives created by AutoIt3Wrapper_GUI **** #include <Array.au3>   ; ## GLOBALS ## Global $SUIT = ["D", "H", "S", "C"] Global $FACE = [2, 3, 4, 5, 6, 7, 8, 9, 10, "J", "Q", "K", "A"] Global $DECK[52]   ; ## CREATES A NEW DECK Func NewDeck()   For $i = 0 To 3 For $x = 0 To 12 _ArrayPush($DECK, $FACE[$x] & $SUIT[$i]) Next Next   EndFunc ;==>NewDeck   ; ## SHUFFLE DECK Func Shuffle()   _ArrayShuffle($DECK)   EndFunc ;==>Shuffle   ; ## DEAL A CARD Func Deal()   Return _ArrayPop($DECK)   EndFunc ;==>Deal   ; ## PRINT DECK Func Print()   ConsoleWrite(_ArrayToString($DECK) & @CRLF)   EndFunc ;==>Print     #Region ;#### USAGE #### NewDeck() Print() Shuffle() Print() ConsoleWrite("DEALT: " & Deal() & @CRLF) Print() #EndRegion ;#### USAGE ####  
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#360_Assembly
360 Assembly
* Spigot algorithm do the digits of PI 02/07/2016 PISPIG CSECT USING PISPIG,R13 base register B 72(R15) skip savearea DC 17F'0' savearea STM R14,R12,12(R13) prolog ST R13,4(R15) " ST R15,8(R13) " LR R13,R15 " SR R0,R0 0 ST R0,MORE more=0 LA R6,1 i=1 LOOPI1 C R6,=A(NBUF) do i=1 to hbound(buf) BH ELOOPI1 " SR R9,R9 karray=0 L R7,=A(NVECT) j=hbound(vect) LR R1,R7 j SLA R1,2 . LA R10,VECT-4(R1) r10=@vect(j) LOOPJ EQU * do j=hbound(vect) to 1 by -1 L R5,=F'100000' 100000 M R4,0(R10) *vect(j) LR R2,R5 r2=100000*vect(j) LR R5,R9 karray MR R4,R7 karray*j AR R2,R5 r2+karray*j LR R11,R2 n=100000*vect(j)+karray*j LR R3,R7 j SLA R3,1 2*j BCTR R3,0 2*j-1) LR R4,R11 n SRDA R4,32 . DR R4,R3 n/(2*j-1) LR R9,R5 karray=n/(2*j-1) LR R5,R9 karray MR R4,R3 karray*(2*j-1) LR R1,R11 n SR R1,R5 n-karray*(2*j-1) ST R1,0(R10) vect(j)=n-karray*(2*j-1) SH R10,=H'4' r10=@vect(j) BCT R7,LOOPJ end do j LR R4,R9 karray SRDA R4,32 . D R4,=F'100000' karray/100000 LR R11,R5 k=karray/100000 L R2,MORE more AR R2,R11 +k LR R1,R6 i SLA R1,2 . ST R2,BUF-4(R1) buf(i)=more+k LR R5,R11 k M R4,=F'100000' *100000 LR R1,R9 karray SR R1,R5 -k*100000 ST R1,MORE more=karray-k*100000 LA R6,1(R6) i=i+1 B LOOPI1 end do i ELOOPI1 L R1,BUF buf(1) CVD R1,PACKED convert buf(1) to packed decimal OI PACKED+7,X'0F' prepare unpack UNPK PG(1),PACKED packed decimal to zoned printable MVI PG+1,C'.' output '.' XPRNT PG,80 print buffer MVC PG,=CL80' ' clear buffer LA R3,PG pgi=0 LA R6,2 i=2 LOOPI2 C R6,=A(NBUF) do i=2 to hbound(buf) BH ELOOPI2 " MVC 0(1,R3),=C' ' output ' ' LA R3,1(R3) pgi=pgi+1 LR R1,R6 i SLA R1,2 . L R2,BUF-4(R1) buf(i) CVD R2,PACKED convert v to packed decimal OI PACKED+7,X'0F' prepare unpack UNPK XDEC,PACKED packed decimal to zoned printable MVC 0(5,R3),XDEC+7 output buf(i) with 5 decimals LA R3,5(R3) pgi=pgi+5 LR R4,R6 i BCTR R4,0 i-1 SRDA R4,32 . D R4,=F'10' (i-1)/10 LTR R4,R4 if (i-1)//10=0 BNZ NOSKIP then XPRNT PG,80 print buffer LA R3,PG pgi=0 MVC PG,=CL80' ' clear buffer NOSKIP LA R6,1(R6) i=i+1 B LOOPI2 end do i ELOOPI2 L R13,4(0,R13) epilog LM R14,R12,12(R13) " XR R15,R15 " BR R14 exit LTORG MORE DS F more PACKED DS 0D,PL8 packed decimal PG DC CL80' ' buffer XDEC DS CL12 temp BUF DC (NBUF)F'0' buf(nbuf) VECT DC (NVECT)F'2' vect(nvect) init 2 YREGS NBUF EQU 201 number of 5 decimals NVECT EQU 3350 nvect=ceil(nbuf*50/3) END PISPIG
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
#Common_Lisp
Common Lisp
(defconstant +max-score+ 100) (defconstant +n-of-players+ 2)   (let ((scores (make-list +n-of-players+ :initial-element 0)) (current-player 0) (round-score 0)) (loop (format t "Player ~d: (~d, ~d). Rolling? (Y)" current-player (nth current-player scores) round-score) (if (member (read-line) '("y" "yes" "") :test #'string=) (let ((roll (1+ (random 6)))) (format t "~tRolled ~d~%" roll) (if (= roll 1) (progn (format t "~tBust! you lose ~d but still keep your previous ~d~%" round-score (nth current-player scores)) (setf round-score 0) (setf current-player (mod (1+ current-player) +n-of-players+))) (incf round-score roll))) (progn (incf (nth current-player scores) round-score) (setf round-score 0) (when (>= (apply #'max scores) 100) (return)) (format t "~tSticking with ~d~%" (nth current-player scores)) (setf current-player (mod (1+ current-player) +n-of-players+))))) (format t "~%Player ~d wins with a score of ~d~%" current-player (nth current-player scores)))
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#ALGOL_68
ALGOL 68
# calculate various pernicious numbers #   # returns the population (number of bits on) of the non-negative integer n # PROC population = ( INT n )INT: BEGIN INT number := n; INT result := 0; WHILE number > 0 DO IF ODD number THEN result +:= 1 FI; number OVERAB 2 OD; result END # population # ;   # as we are dealing with 32 bit numbers, the maximum possible population is 32 # # so we only need a table of whether the integers 0 : 32 are prime or not # # we use the sieve of Eratosthenes... # INT max number = 32; [ 0 : max number ]BOOL is prime; is prime[ 0 ] := FALSE; is prime[ 1 ] := FALSE; FOR i FROM 2 TO max number DO is prime[ i ] := TRUE OD; FOR i FROM 2 TO ENTIER sqrt( max number ) DO IF is prime[ i ] THEN FOR p FROM i * i BY i TO max number DO is prime[ p ] := FALSE OD FI OD;   # returns TRUE if n is pernicious, FALSE otherwise # PROC is pernicious = ( INT n )BOOL: is prime[ population( n ) ];   # find the first 25 pernicious numbers, 0 and 1 are not pernicious # INT pernicious count := 0; FOR i FROM 2 WHILE pernicious count < 25 DO IF is pernicious( i ) THEN # found a pernicious number # print( ( whole( i, 0 ), " " ) ); pernicious count +:= 1 FI OD; print( ( newline ) );   # find the pernicious numbers between 888 888 877 and 888 888 888 # FOR i FROM 888 888 877 TO 888 888 888 DO IF is pernicious( i ) THEN print( ( whole( i, 0 ), " " ) ) FI OD; print( ( newline ) )  
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#FreeBASIC
FreeBASIC
' version 31-03-2017 ' compile with: fbc -s console   ' Myrvold and Ruskey ' only for up to 20 elements, 21! > 2^64 -1 Function Factorial(n As Integer) As ULongInt   Dim As ULongInt tmp = 1   For i As ULong = 2 To n tmp *= i Next   Return tmp   End Function   Sub unrank1(n As ULong, r As ULongInt , pi() As UByte)   If n > 0 Then Swap pi(n -1), pi(r Mod n) unrank1(n -1, (r \ n), pi()) End If   End Sub   Function rank1(n As ULongInt, pi() As UByte, pi_inv() As UByte) As ULongInt   If n = 1 Then Return 0   Dim As UByte s = pi(n -1)   Swap pi(n -1), pi(pi_inv(n -1)) Swap pi_inv(s), pi_inv(n -1)   Return (s + n * rank1(n -1, pi(), pi_inv()))   End Function   Sub unrank2(n As ULong, r As ULongInt, pi() As ubyte)   If n > 0 Then Dim As ULongInt fac = Factorial(n - 1) Dim As ULongint s = r \ fac Swap pi(n -1), pi(s) unrank2(n -1, r - s * fac, pi()) End If   End Sub   Function rank2(n As ULong, pi() As UByte, pi_inv() As UByte) As ULongInt   If n = 1 Then Return 0 Dim As UByte s = pi(n -1) Swap pi(n -1), pi(pi_inv(n -1)) Swap pi_inv(s), pi_inv(n -1) Return (s * Factorial(n -1) + rank2(n -1, pi(), pi_inv()))   End Function   ' ------=< MAIN >=------   Dim As ULongInt i, i1, j, n, n1 Dim As UByte pi(), pi_inv() Dim As String frmt1, frmt2 Randomize timer   n = 3 : n1 = Factorial(n) ReDim pi(n -1), pi_inv(n - 1) frmt1 = " ###" frmt2 = "##"   Print "Rank: unrank1 rank1"   For i = 0 To n1 -1 For j = 0 To n -1 pi(j) = j Next Print Using frmt1 & ": --> "; i; unrank1(n, i, pi()) For j = 0 To n -1 Print Using frmt2; pi(j); pi_inv(pi(j))= j Next   Print Using " -->" & frmt1; rank1(n, pi(), pi_inv())   Next   n = 12 : n1 = Factorial(n) ReDim pi(n -1), pi_inv(n - 1) frmt1 = "###########" frmt2 = "###" Print : Print "4 random samples of permutations from 12 objects" Print " Rank: unrank1 rank1"   For i = 1 To 4 i1 = Int(Rnd * n1) For j = 0 To n -1 : pi(j) = j : Next Print Using frmt1 & ": --> "; i1; : unrank1(n, i1, pi()) For j = 0 To n -1 : Print Using frmt2; pi(j); pi_inv(pi(j))= j : Next Print Using " -->" & frmt1; rank1(n, pi(), pi_inv()) Next   Print : Print String(69,"-") : Print Print "Rank: unrank2 rank2"   n = 3 : n1 = Factorial(n) ReDim pi(n -1), pi_inv(n - 1) frmt1 = " ###" frmt2 = "##"     For i = 0 To n1 -1 For j = 0 To n -1 pi(j) = j Next Print Using frmt1 & ": --> "; i; unrank2(n, i, pi()) For j = 0 To n -1 Print Using frmt2; pi(j); pi_inv(pi(j))= j Next   Print Using " -->" & frmt1; rank2(n, pi(), pi_inv())   Next   n = 12 : n1 = Factorial(n) ReDim pi(n -1), pi_inv(n - 1) frmt1 = "###########" frmt2 = "###" Print : Print "4 random samples of permutations from 12 objects" Print " Rank: unrank2 rank2"   For i = 1 To 4 i1 = Int(Rnd * n1) For j = 0 To n -1 : pi(j) = j : Next Print Using frmt1 & ": --> "; i1; : unrank2(n, i1, pi()) For j = 0 To n -1 : Print Using frmt2; pi(j); pi_inv(pi(j))= j : Next Print Using " -->" & frmt1; rank2(n, pi(), pi_inv()) Next   ' empty keyboard buffer While InKey <> "" : Wend Print : Print "hit any key to end program" Sleep End
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
#Factor
Factor
USING: fry grouping io kernel locals make math math.functions math.primes prettyprint sequences sorting ;   : pierpont ( ulim vlim quot -- seq ) '[ _ <iota> _ <iota> [ [ 2 ] [ 3 ] bi* [ swap ^ ] 2bi@ * 1 @ dup prime? [ , ] [ drop ] if ] cartesian-each ] { } make natural-sort ; inline   : .fifty ( seq -- ) 50 head 10 group simple-table. nl ;   [let [ + ] [ - ] [ [ 120 80 ] dip pierpont ] bi@  :> ( first second )   "First 50 Pierpont primes of the first kind:" print first .fifty   "First 50 Pierpont primes of the second kind:" print second .fifty   "250th Pierpont prime of the first kind: " write 249 first nth . nl   "250th Pierpont prime of the second kind: " write 249 second nth . ]
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#BBC_BASIC
BBC BASIC
DIM list$(5) list$() = "The", "five", "boxing", "wizards", "jump", "quickly" chosen% = RND(6) PRINT "Item " ; chosen% " was chosen which is '" list$(chosen%-1) "'"
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#BQN
BQN
PR ← {𝕩⊑˜•rand.Range ≠𝕩} PR1 ← •rand.Range∘≠⊸⊑
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
#Seed7
Seed7
const func boolean: isPrime (in integer: number) is func result var boolean: prime is FALSE; local var integer: upTo is 0; var integer: testNum is 3; begin if number = 2 then prime := TRUE; elsif odd(number) and number > 2 then upTo := sqrt(number); while number rem testNum <> 0 and testNum <= upTo do testNum +:= 2; end while; prime := testNum > upTo; end if; end func;
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.
#REXX
REXX
/*REXX program plays "pig the dice game" (any number of CBLFs and/or silicons or HALs).*/ sw= linesize() - 1 /*get the width of the terminal screen,*/ parse arg hp cp win die _ . '(' names ")" /*obtain optional arguments from the CL*/ /*names with blanks should use an _ */ if _\=='' then call err 'too many arguments were specified: ' _ @nhp = 'number of human players'  ; hp = scrutinize( hp, @nhp , 0, 0, 0) @ncp = 'number of computer players'; cp = scrutinize( cp, @ncp , 0, 0, 2) @sn2w = 'score needed to win'  ; win= scrutinize(win, @sn2w, 1, 1e6, 60) @nsid = 'number of sides in die'  ; die= scrutinize(die, @nsid, 2, 999, 6) if hp==0 & cp==0 then cp= 2 /*if both counts are zero, two HALs. */ if hp==1 & cp==0 then cp= 1 /*if one human, then use one HAL. */ name.= /*nullify all names (to a blank). */ L= 0 /*maximum length of a player name. */ do i=1 for hp+cp /*get the player's names, ... maybe. */ if i>hp then @= 'HAL_'i"_the_computer" /*use this for default name. */ else @= 'player_'i /* " " " " " */ name.i = translate( word( strip( word( names, i) ) @, 1), , '_') L= max(L, length( name.i) ) /*use L for nice name formatting. */ end /*i*/ /*underscores are changed ──► blanks. */   hpn=hp; if hpn==0 then hpn= 'no' /*use normal English for the display. */ cpn=cp; if cpn==0 then cpn= 'no' /* " " " " " " */   say 'Pig (the dice game) is being played with:' /*the introduction to pig-the-dice-game*/   if cpn\==0 then say right(cpn, 9) 'computer player's(cp) if hpn\==0 then say right(hpn, 9) 'human player's(hp) !.= say 'and the' @sn2w "is: " win ' (or greater).' dieNames= 'ace deuce trey square nickle boxcar' /*some slangy vernacular die─face names*/ !w=0 /*note: snake eyes is for two aces. */ do i=1 for die /*assign the vernacular die─face names.*/  !.i= ' ['word(dieNames,i)"]" /*pick a word from die─face name lists.*/  !w= max(!w, length(!.i) ) /*!w ──► maximum length die─face name. */ end /*i*/ s.= 0 /*set all player's scores to zero. */ !w= !w + length(die) + 3 /*pad the die number and die names. */ @= copies('─', 9) /*eyecatcher (for the prompting text). */ @jra= 'just rolled a ' /*a nice literal to have laying 'round.*/ @ati= 'and the inning' /*" " " " " " " */ /*═══════════════════════════════════════════════════let's play some pig.*/ do game=1; in.= 0; call score /*set each inning's score to 0; display*/   do j=1 for hp+cp; say /*let each player roll their dice. */ say copies('─', sw) /*display a fence for da ole eyeballs. */ it= name.j say it', your total score (so far) in this pig game is: ' s.j"."   do until stopped /*keep prompting/rolling 'til stopped. */ r= random(1, die) /*get a random die face (number). */  != left(space(r !.r','),  !w) /*for color, use a die─face name. */ in.j= in.j + r /*add die─face number to the inning. */   if r==1 then do; say it @jra ! || @ati "is a bust."; leave; end say it @jra ! || @ati "total is: " in.j   stopped= what2do(j) /*determine or ask to stop rolling. */ if j>hp & stopped then say ' and' name.j "elected to stop rolling." end /*until stopped*/   if r\==1 then s.j= s.j + in.j /*if not a bust, then add to the inning*/ if s.j>=win then leave game /*we have a winner, so the game ends. */ end /*j*/ /*that's the end of the players. */ end /*game*/   call score; say; say; say; say; say center(''name.j "won! ", sw, '═') say; say; exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ s: if arg(1)==1 then return arg(3); return word(arg(2) 's',1) /*pluralizer.*/ /*──────────────────────────────────────────────────────────────────────────────────────*/ score: say; say copies('█', sw) /*display a fence for da ole eyeballs. */ do k=1 for hp+cp /*display the scores (as a recap). */ say 'The score for ' left(name.k, L) " is " right(s.k, length(win) ). end /*k*/ say copies('█', sw); return /*display a fence for da ole eyeballs. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ scrutinize: parse arg ?,what,min,max /*? is the number, ... or maybe not. */ if ?=='' |  ?==',' then return arg(5) if \datatype(?, 'N') then call err what "isn't numeric: "  ?;  ?=?/1 if \datatype(?, 'W') then call err what "isn't an integer: " ? if ?==0 & min>0 then call err what "can't be zero." if ?<min then call err what "can't be less than" min': '  ? if ?==0 & max>0 then call err what "can't be zero." if ?>max & max\==0 then call err what "can't be greater than" max': '  ? return ? /*──────────────────────────────────────────────────────────────────────────────────────*/ what2do: parse arg who /*"who" is a human or a computer.*/ if j>hp & s.j+in.j>=win then return 1 /*an easy choice for HAL. */ if j>hp & in.j>=win%4 then return 1 /*a simple strategy for HAL. */ if j>hp then return 0 /*HAL says, keep truckin'! */ say @ name.who', what do you want to do? (a QUIT will stop the game),' say @ 'press ENTER to roll again, or anything else to STOP rolling.' pull action; action=space(action) /*remove any superfluous blanks. */ if \abbrev('QUIT', action, 1) then return action\=='' say; say; say center(' quitting. ', sw, '─'); say; say; exit /*──────────────────────────────────────────────────────────────────────────────────────*/ err: say; say; say center(' error! ', max(40, linesize() % 2), "*"); say do j=1 for arg(); say arg(j); say; end; say; exit 13
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
#AWK
AWK
# Usage: awk -f phrase_revers.awk function rev(s, del, n,i,a,r) { n = split(s, a, del) r = a[1] for(i=2; i <= n; i++) {r = a[i] del r } return r }   BEGIN { p0 = "Rosetta Code Phrase Reversal"   fmt = "%-20s: %s\n" printf( fmt, "input", p0 ) printf( fmt, "string reversed", rev(p0, "") ) wr = rev(p0, " ") printf( fmt, "word-order reversed", wr ) printf( fmt, "each word reversed", rev(wr) ) }
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
#BaCon
BaCon
phrase$ = "rosetta code phrase reversal"   PRINT REVERSE$(phrase$)   PRINT REV$(REVERSE$(phrase$))   PRINT REV$(phrase$)
http://rosettacode.org/wiki/Playing_cards
Playing cards
Task Create a data structure and the associated methods to define and manipulate a deck of   playing cards. The deck should contain 52 unique cards. The methods must include the ability to:   make a new deck   shuffle (randomize) the deck   deal from the deck   print the current contents of a deck Each card must have a pip value and a suit value which constitute the unique value of the card. Related tasks: Card shuffles Deal cards_for_FreeCell War Card_Game Poker hand_analyser Go Fish
#BASIC
BASIC
DECLARE SUB setInitialValues (deck() AS STRING * 2) DECLARE SUB shuffle (deck() AS STRING * 2) DECLARE SUB showDeck (deck() AS STRING * 2) DECLARE FUNCTION deal$ (deck() AS STRING * 2)   DATA "AS", "2S", "3S", "4S", "5S", "6S", "7S", "8S", "9S", "TS", "JS", "QS", "KS" DATA "AH", "2H", "3H", "4H", "5H", "6H", "7H", "8H", "9H", "TH", "JH", "QH", "KH" DATA "AC", "2C", "3C", "4C", "5C", "6C", "7C", "8C", "9C", "TC", "JC", "QC", "KC" DATA "AD", "2D", "3D", "4D", "5D", "6D", "7D", "8D", "9D", "TD", "JD", "QD", "KD"   RANDOMIZE TIMER   REDIM cards(51) AS STRING * 2 REDIM cards2(51) AS STRING * 2   setInitialValues cards() setInitialValues cards2() shuffle cards() PRINT "Dealt: "; deal$(cards()) PRINT "Dealt: "; deal$(cards()) PRINT "Dealt: "; deal$(cards()) PRINT "Dealt: "; deal$(cards()) showDeck cards() showDeck cards2()   FUNCTION deal$ (deck() AS STRING * 2) 'technically dealing from the BOTTOM of the deck... whatever DIM c AS STRING * 2 c = deck(UBOUND(deck)) REDIM PRESERVE deck(LBOUND(deck) TO UBOUND(deck) - 1) AS STRING * 2 deal$ = c END FUNCTION   SUB setInitialValues (deck() AS STRING * 2) DIM L0 AS INTEGER   RESTORE FOR L0 = 0 TO 51 READ deck(L0) NEXT END SUB   SUB showDeck (deck() AS STRING * 2) FOR L% = LBOUND(deck) TO UBOUND(deck) PRINT deck(L%); " "; NEXT PRINT END SUB   SUB shuffle (deck() AS STRING * 2) DIM w AS INTEGER DIM shuffled(51) AS STRING * 2 DIM L0 AS INTEGER   FOR L0 = 51 TO 0 STEP -1 w = INT(RND * (L0 + 1)) shuffled(L0) = deck(w) IF w <> L0 THEN deck(w) = deck(L0) NEXT   FOR L0 = 0 TO 51 deck(L0) = shuffled(L0) NEXT END SUB
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#Ada
Ada
with Ada.Command_Line; with Ada.Text_IO; with GNU_Multiple_Precision.Big_Integers; with GNU_Multiple_Precision.Big_Rationals; use GNU_Multiple_Precision;   procedure Pi_Digits is type Int is mod 2 ** 64; package Int_To_Big is new Big_Integers.Modular_Conversions (Int);   -- constants Zero : constant Big_Integer := Int_To_Big.To_Big_Integer (0); One : constant Big_Integer := Int_To_Big.To_Big_Integer (1); Two : constant Big_Integer := Int_To_Big.To_Big_Integer (2); Three : constant Big_Integer := Int_To_Big.To_Big_Integer (3); Four : constant Big_Integer := Int_To_Big.To_Big_Integer (4); Ten : constant Big_Integer := Int_To_Big.To_Big_Integer (10);   -- type LFT = (Integer, Integer, Integer, Integer type LFT is record Q, R, S, T : Big_Integer; end record;   -- extr :: LFT -> Integer -> Rational function Extr (T : LFT; X : Big_Integer) return Big_Rational is use Big_Integers; Result : Big_Rational; begin -- extr (q,r,s,t) x = ((fromInteger q) * x + (fromInteger r)) / -- ((fromInteger s) * x + (fromInteger t)) Big_Rationals.Set_Numerator (Item => Result, New_Value => T.Q * X + T.R, Canonicalize => False); Big_Rationals.Set_Denominator (Item => Result, New_Value => T.S * X + T.T); return Result; end Extr;   -- unit :: LFT function Unit return LFT is begin -- unit = (1,0,0,1) return LFT'(Q => One, R => Zero, S => Zero, T => One); end Unit;   -- comp :: LFT -> LFT -> LFT function Comp (T1, T2 : LFT) return LFT is use Big_Integers; begin -- comp (q,r,s,t) (u,v,w,x) = (q*u+r*w,q*v+r*x,s*u+t*w,s*v+t*x) return LFT'(Q => T1.Q * T2.Q + T1.R * T2.S, R => T1.Q * T2.R + T1.R * T2.T, S => T1.S * T2.Q + T1.T * T2.S, T => T1.S * T2.R + T1.T * T2.T); end Comp;   -- lfts = [(k, 4*k+2, 0, 2*k+1) | k<-[1..] K : Big_Integer := Zero; function LFTS return LFT is use Big_Integers; begin K := K + One; return LFT'(Q => K, R => Four * K + Two, S => Zero, T => Two * K + One); end LFTS;   -- next z = floor (extr z 3) function Next (T : LFT) return Big_Integer is begin return Big_Rationals.To_Big_Integer (Extr (T, Three)); end Next;   -- safe z n = (n == floor (extr z 4) function Safe (T : LFT; N : Big_Integer) return Boolean is begin return N = Big_Rationals.To_Big_Integer (Extr (T, Four)); end Safe;   -- prod z n = comp (10, -10*n, 0, 1) function Prod (T : LFT; N : Big_Integer) return LFT is use Big_Integers; begin return Comp (LFT'(Q => Ten, R => -Ten * N, S => Zero, T => One), T); end Prod;   procedure Print_Pi (Digit_Count : Positive) is Z : LFT := Unit; Y : Big_Integer; Count : Natural := 0; begin loop Y := Next (Z); if Safe (Z, Y) then Count := Count + 1; Ada.Text_IO.Put (Big_Integers.Image (Y)); exit when Count >= Digit_Count; Z := Prod (Z, Y); else Z := Comp (Z, LFTS); end if; end loop; end Print_Pi;   N : Positive := 250; begin if Ada.Command_Line.Argument_Count = 1 then N := Positive'Value (Ada.Command_Line.Argument (1)); end if; Print_Pi (N); end Pi_Digits;
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
#D
D
void main() { import std.stdio, std.string, std.algorithm, std.random; enum maxScore = 100; enum playerCount = 2; immutable confirmations = ["yes", "y", ""];   int[playerCount] safeScore; int player, score;   while (true) { writef(" Player %d: (%d, %d). Rolling? (y/n) ", player, safeScore[player], score); if (safeScore[player] + score < maxScore && confirmations.canFind(readln.strip.toLower)) { immutable rolled = uniform(1, 7); writefln(" Rolled %d", rolled); if (rolled == 1) { writefln(" Bust! You lose %d but keep %d\n", score, safeScore[player]); } else { score += rolled; continue; } } else { safeScore[player] += score; if (safeScore[player] >= maxScore) break; writefln(" Sticking with %d\n", safeScore[player]); }   score = 0; player = (player + 1) % playerCount; }   writefln("\n\nPlayer %d wins with a score of %d", player, safeScore[player]); }
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#ALGOL_W
ALGOL W
begin % find some pernicious numbers: numbers with a prime population count %  % returns the population count of n  % integer procedure populationCount( integer value n ) ; begin integer v, count; count := 0; v  := abs n; while v > 0 do begin if odd( v ) then count := count + 1; v := v div 2 end while_v_gt_0 ; count end populationCount ;  % sets p( 1 :: n ) to a sieve of primes up to n  % procedure Eratosthenes ( logical array p( * ) ; integer value n ) ; begin p( 1 ) := false; p( 2 ) := true; for i := 3 step 2 until n do p( i ) := true; for i := 4 step 2 until n do p( i ) := false; for i := 3 step 2 until truncate( sqrt( n ) ) do begin integer ii; ii := i + i; if p( i ) then for pr := i * i step ii until n do p( pr ) := false end for_i ; end Eratosthenes ;  % returns true if p is pernicious, false otherwise, s must be a sieve  %  % of primes upto 32  % logical procedure isPernicious ( integer value p; logical array s ( * ) ) ; p > 0 and s( populationCount( p ) );  % find the pernicious numbers % begin  % as we are dealing with 32 bit numbers, the maximum possible  %  % population is 32  % logical array isPrime ( 1 :: 32 ); integer p, pCount; Eratosthenes( isPrime, 32 );  % show the first 25 pernicious numbers  % pCount := 0; p  := 2; % 0 and 1 aren't pernicious, so start at 2  % while pCount < 25 do begin if isPernicious( p, isPrime ) then begin  % have a pernicious number  % pCount := pCount + 1; writeon( i_w := 1, s_w := 0, " ", p ) end if_pernicious_p ; p := P + 1 end for_p ; write();  % find the pernicious numbers between 888 888 877 and 888 888 888  % for p := 888888877 until 888888888 do begin if isPernicious( p, isPrime ) then writeon( i_w := 1, s_w := 0, " ", p ) end for_p ; write(); end end.
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#Go
Go
package main   import ( "fmt" "math/rand" )   // returns permutation q of n items, using Myrvold-Ruskey rank. func MRPerm(q, n int) []int { p := ident(n) var r int for n > 0 { q, r = q/n, q%n n-- p[n], p[r] = p[r], p[n] } return p }   // returns identity permutation of n items. func ident(n int) []int { p := make([]int, n) for i := range p { p[i] = i } return p }   // returns Myrvold-Ruskey rank of permutation p func MRRank(p []int) (r int) { p = append([]int{}, p...) inv := inverse(p) for i := len(p) - 1; i > 0; i-- { s := p[i] p[inv[i]] = s inv[s] = inv[i] } for i := 1; i < len(p); i++ { r = r*(i+1) + p[i] } return }   // returns inverse of a permutation. func inverse(p []int) []int { r := make([]int, len(p)) for i, x := range p { r[x] = i } return r }   // returns n! func fact(n int) (f int) { for f = n; n > 2; { n-- f *= n } return }   func main() { n := 3 fmt.Println("permutations of", n, "items") f := fact(n) for i := 0; i < f; i++ { p := MRPerm(i, n) fmt.Println(i, p, MRRank(p)) } n = 12 fmt.Println("permutations of", n, "items") f = fact(n) m := map[int]bool{} for len(m) < 4 { r := rand.Intn(f) if m[r] { continue } m[r] = true fmt.Println(r, MRPerm(r, n)) } }
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
#FreeBASIC
FreeBASIC
#define NPP 50   Function isPrime(Byval n As Ulongint) As Boolean If n < 2 Then Return false If n = 2 Then Return true If n Mod 2 = 0 Then Return false For i As Uinteger = 3 To Int(Sqr(n))+1 Step 2 If n Mod i = 0 Then Return false Next i Return true End Function   Function is_23(Byval n As Uinteger) As Boolean While n Mod 2 = 0 n /= 2 Wend While n Mod 3 = 0 n /= 3 Wend Return Iif(n=1, true, false) End Function   Function isPierpont(n As Uinteger) As Uinteger If Not isPrime(n) Then Return 0 'not prime Dim As Uinteger p1 = is_23(n+1), p2 = is_23(n-1) If p1 And p2 Then Return 3 'pierpont prime of both kinds If p1 Then Return 1 'pierpont prime of the 1st kind If p2 Then Return 2 'pierpont prime of the 2nd kind Return 0 'prime, but not pierpont End Function   Dim As Uinteger pier(1 To 2, 1 To NPP), np(1 To 2) = {0, 0} Dim As Uinteger x = 1, j While np(1) <= NPP Or np(2) <= NPP x += 1 j = isPierpont(x) If j > 0 Then If j Mod 2 = 1 Then np(1) += 1 If np(1) <= NPP Then pier(1, np(1)) = x End If If j > 1 Then np(2) += 1 If np(2) <= NPP Then pier(2, np(2)) = x End If End If Wend   Print "First 50 Pierpoint primes of the first kind:" For j = 1 To NPP Print Using " ########"; pier(2, j); If j Mod 10 = 0 Then Print Next j Print !"\nFirst 50 Pierpoint primes of the secod kind:" For j = 1 To NPP Print Using " ########"; pier(1, j); If j Mod 10 = 0 Then Print Next j  
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Burlesque
Burlesque
  blsq ) "ABCDEFG"123456 0 6rn-]!! 'G  
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#C
C
  #include <stdio.h> #include <stdlib.h> #include <time.h>   int main(){ char array[] = { 'a', 'b', 'c','d','e','f','g','h','i','j' }; int i; time_t t; srand((unsigned)time(&t));   for(i=0;i<30;i++){ printf("%c\n", array[rand()%10]); }   return 0; }  
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
#Sidef
Sidef
func is_prime(a) { given (a) { when (2) { true } case (a <= 1 || a.is_even) { false } default { 3 .. a.isqrt -> any { .divides(a) } -> not } } }
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.
#Ruby
Ruby
  def player1(sum,sm) for i in 1..100 puts "player1 rolled" a=gets.chomp().to_i if (a>1 && a<7) sum+=a if sum>=100 puts "player1 wins" break end else   goto player2(sum,sm) end i+=1 end end   def player2(sum,sm) for j in 1..100 puts "player2 rolled" b=gets.chomp().to_i if(b>1 && b<7) sm+=b if sm>=100 puts "player2 wins" break end else   player1(sum,sm) end j+=1 end end i=0 j=0 sum=0 sm=0 player1(sum,sm) 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
#Batch_File
Batch File
@echo off setlocal enabledelayedexpansion %=== The Main Thing... ===% set "inp=Rosetta Code phrase reversal" call :reverse_string "!inp!" rev1 call :reverse_order "!inp!" rev2 call :reverse_words "!inp!" rev3 cls echo.Original: !inp! echo.Reversed: !rev1! echo.Reversed Order: !rev2! echo.Reversed Words: !rev3! pause>nul exit /b 0 %=== /The Main Thing... ===%   %=== Reverse the Order Function ===% :reverse_order set var1=%2 set %var1%=&set word=&set str1=%1 :process1 for /f "tokens=1,*" %%A in (%str1%) do (set str1=%%B&set word=%%A) set %var1%=!word! !%var1%!&set str1="!str1!" if not !str1!=="" goto process1 goto :EOF %=== /Reverse the Order Function ===%   %=== Reverse the Whole String Function ===% :reverse_string set var2=%2 set %var2%=&set cnt=0&set str2=%~1 :process2 set char=!str2:~%cnt%,1!&set %var2%=!char!!%var2%! if not "!char!"=="" set /a cnt+=1&goto process2 goto :EOF %=== /Reverse the Whole String Function ===%   %=== Reverse each Words Function ===% :reverse_words set var3=%2 set %var3%=&set word=&set str3=%1 :process3 for /f "tokens=1,*" %%A in (%str3%) do (set str3=%%B&set word=%%A) call :reverse_string "%word%" revs set %var3%=!%var3%! !revs!&set str3="!str3!" if not !str3!=="" goto process3 set %var3%=!%var3%:~1,1000000! goto :EOF %=== /Reverse each Words Function ===%
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
#Batch_File
Batch File
@echo off setlocal enabledelayedexpansion   call:newdeck deck echo new deck: echo. call:showcards deck echo. echo shuffling: echo. call:shuffle deck call:showcards deck echo. echo dealing 5 cards to 4 players call:deal deck 5 hand1 hand2 hand3 hand4 echo. echo player 1 & call:showcards hand1 echo. echo player 2 & call:showcards hand2 echo. echo player 3 & call:showcards hand3 echo. echo player 4 & call:showcards hand4 echo. call:count %deck% cnt echo %cnt% cards remaining in the deck echo. call:showcards deck echo.   exit /b   :getcard deck hand  :: deals 1 card to a player set "loc1=!%~1!" set "%~2=!%~2!!loc1:~0,3!" set "%~1=!loc1:~3!" exit /b   :deal deck n player1 player2...up to 7 set "loc=!%~1!" set "cards=%~2" set players=%3 %4 %5 %6 %7 %8 %9 for /L %%j in (1,1,!cards!) do ( for %%k in (!players!) do call:getcard loc %%k) set "%~1=!loc!" exit /b   :newdeck [deck]  ::creates a deck of cards  :: in the parentheses below there are ascii chars 3,4,5 and 6 representing the suits for %%i in ( ♠ ♦ ♥ ♣ ) do ( for %%j in (20 31 42 53 64 75 86 97 T8 J9 QA KB AC) do set loc=!loc!%%i%%j ) set "%~1=!loc!" exit /b   :showcards [deck]  :: prints a deck or a hand set "loc=!%~1!" for /L %%j in (0,39,117) do ( set s= for /L %%i in (0,3,36) do ( set /a n=%%i+%%j call set s=%%s%% %%loc:~!n!,2%% ) if "!s: =!" neq "" echo(!s! set /a n+=1 if "%loc:~!n!,!%" equ "" goto endloop )  :endloop exit /b   :count deck count set "loc1=%1" set /a cnt1=0 for %%i in (96 48 24 12 6 3 ) do if "!loc1:~%%i,1!" neq "" set /a cnt1+=%%i & set loc1=!loc1:~%%i! set /a cnt1=cnt1/3+1 set "%~2=!cnt1!" exit /b   :shuffle (deck)  :: shuffles a deck set "loc=!%~1!" call:count %loc%, cnt set /a cnt-=1 for /L %%i in (%cnt%,-1,0) do ( SET /A "from=%%i,to=(!RANDOM!*(%%i-1)/32768)" call:swap loc from to ) set "%~1=!loc!" exit /b    :swap deck from to  :: swaps two cards set "arr=!%~1!" set /a "from=!%~2!*3,to=!%~3!*3" set temp1=!arr:~%from%,3! set temp2=!arr:~%to%,3! set arr=!arr:%temp1%=@@@! set arr=!arr:%temp2%=%temp1%! set arr=!arr:@@@=%temp2%! set "%~1=!arr!" exit /b
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#ALGOL_68
ALGOL 68
#!/usr/local/bin/a68g --script #   INT base := 10;   MODE YIELDINT = PROC(INT)VOID; PROC gen pi digits = (INT decimal places, YIELDINT yield)VOID: BEGIN INT nine = base - 1; INT nines := 0, predigit := 0; # First predigit is a 0 # [decimal places*10 OVER 3]#LONG# INT digits; # We need 3 times the digits to calculate # FOR place FROM LWB digits TO UPB digits DO digits[place] := 2 OD; # Start with 2s # FOR place TO decimal places + 1 DO INT digit := 0; FOR i FROM UPB digits BY -1 TO LWB digits DO # Work backwards # INT x := #SHORTEN#(base*digits[i] + #LENG# digit*i); digits[i] := x MOD (2*i-1); digit := x OVER (2*i-1) OD; digits[LWB digits] := digit MOD base; digit OVERAB base; nines := IF digit = nine THEN nines + 1 ELSE IF digit = base THEN yield(predigit+1); predigit := 0 ; FOR repeats TO nines DO yield(0) OD # zeros # ELSE IF place NE 1 THEN yield(predigit) FI; predigit := digit; FOR repeats TO nines DO yield(nine) OD FI; 0 FI OD; yield(predigit) END;   main:( INT feynman point = 762; # feynman point + 4 is a good test case # # the 33rd decimal place is a shorter tricky test case # INT test decimal places = UPB "3.1415926.......................502"-2;   INT width = ENTIER log(base*(1+small real*10));   # iterate throught the digits as they are being found # # FOR INT digit IN # gen pi digits(test decimal places#) DO ( #, ## (INT digit)VOID: ( printf(($n(width)d$,digit)) ) # OD #); print(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
#Delphi
Delphi
program Pig_the_dice_game;   {$APPTYPE CONSOLE}   uses System.SysUtils, System.Console;   var playerScores: TArray<Integer> = [0, 0]; turn: Integer = 0; currentScore: Integer = 0; player: Integer;   begin Randomize;   turn := Random(length(playerScores)); writeln('Player ', turn, ' start:');   while True do begin Console.Clear;   for var i := 0 to High(playerScores) do begin Console.ForegroundColor := TConsoleColor(i mod 15 + 1); Writeln(format('Player %2d has: %3d points', [i, playerScores[i]])); end; Writeln(#10);   player := turn mod length(playerScores); Console.ForegroundColor := TConsoleColor(player mod 15 + 1);   writeln(format('Player %d [%d, %d], (H)old, (R)oll or (Q)uit: ', [player, playerScores[player], currentScore])); var answer := Console.ReadKey.KeyChar;   case UpCase(answer) of 'H': begin playerScores[player] := playerScores[player] + currentScore; writeln(format(' Player %d now has a score of %d.'#10, [player, playerScores[player]])); if playerScores[player] >= 100 then begin writeln(' Player ', player, ' wins!!!'); readln; halt; end;   currentScore := 0; inc(turn); end;   'R': begin var roll := Random(6) + 1; if roll = 1 then begin writeln(' Rolled a 1. Bust!'#10); currentScore := 0; inc(turn);   writeln('Press any key to pass turn'); Console.ReadKey; end else begin writeln(' Rolled a ', roll, '.'); inc(currentScore, roll); end; end; 'Q': halt; else writeln(' Please enter one of the given inputs.'); end; end; writeln(format('Player %d wins!!!', [(turn - 1) mod Length(playerScores)])); Readln; end.
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#AppleScript
AppleScript
on isPrime(n) if (n < 4) then return (n > 1) if ((n mod 2 is 0) or (n mod 3 is 0)) then return false repeat with i from 5 to (n ^ 0.5) div 1 by 6 if ((n mod i is 0) or (n mod (i + 2) is 0)) then return false end repeat   return true end isPrime   on isPernicious(n) -- 8 bits at a time is statistically slightly more efficient than 1 bit at a time. set popCount to (n mod 4 + 1) div 2 + (n mod 16 + 4) div 8 set n to n div 16 repeat until (n = 0) set popCount to popCount + (n mod 4 + 1) div 2 + (n mod 16 + 4) div 8 set n to n div 16 end repeat   return isPrime(popCount) end isPernicious   -- Task code: on intToText(n) set output to "" repeat until (n < 100000000) set output to text 2 thru 9 of ((100000000 + (n mod 100000000 as integer)) as text) & output set n to n div 100000000 end repeat set output to (n as integer as text) & output   return output end intToText   on join(lst, delim) set astid to AppleScript's text item delimiters set AppleScript's text item delimiters to delim set output to lst as text set AppleScript's text item delimiters to astid   return output end join   on task() set l1 to {} set n to 0 set counter to 0 repeat until (counter = 25) if (isPernicious(n)) then set end of l1 to n set counter to counter + 1 end if set n to n + 1 end repeat   set l2 to {} -- One solution to 8,888,877 and up being too large to be AppleScript repeat indices. repeat with i from 88888877 to 88888888 set n to 8.0E+8 + i if (isPernicious(n)) then set end of l2 to intToText(n) end repeat   return join(l1, " ") & (linefeed & join(l2, " ")) end task   task()
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#Haskell
Haskell
fact :: Int -> Int fact n = product [1 .. n]   -- Always assume elements are unique.   rankPerm [] _ = [] rankPerm list n = c : rankPerm (a ++ b) r where (q, r) = n `divMod` fact (length list - 1) (a, c:b) = splitAt q list   permRank [] = 0 permRank (x:xs) = length (filter (< x) xs) * fact (length xs) + permRank xs   main :: IO () main = mapM_ f [0 .. 23] where f n = print (n, p, permRank p) where p = rankPerm [0 .. 3] n
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#J
J
A. 2 0 1 NB. return rank of permutation 4 4 A. i.3 NB. return permutation of rank 4 2 0 1 0 1 2 3 4 5 A. i. 3 NB. generate all 6 permutations for 3 items 0 1 2 0 2 1 1 0 2 1 2 0 2 0 1 2 1 0 A. 0 1 2 3 4 5 A. i. 3 NB. ranks of each permuation 0 1 2 3 4 5 ]ranks=: 4 ? !12 NB. 4 random numbers sampled from integers 0 to 12! 315645285 249293994 432230943 23060830 ranks A. i.12 NB. 4 random samples of 12 items 7 10 11 8 4 0 2 3 9 5 6 1 6 2 8 11 10 0 5 9 7 1 3 4 10 9 1 2 0 3 8 6 7 5 11 4 0 7 4 6 11 5 10 3 9 8 1 2 (4 ?@$ !144x) A. i.144 NB. 4 random samples of 144 items 117 36 129 85 128 95 27 14 15 119 45 60 21 98 135 106 18 64 132 97 79 84 35 139 101 75 59 13 141 99 86 40 10 140 23 92 125 6 68 41 69 20 56 12 127 65 142 116 71 54 1 5 121 8 78 73 48 30 80 131 111 57 66 100 138 77 37 124 136... 111 65 136 58 92 46 4 83 20 54 21 10 72 110 56 28 13 18 73 133 105 117 63 126 114 43 5 80 45 88 86 108 11 29 0 129 71 141 59 53 113 137 2 102 95 15 35 74 107 61 134 36 32 19 106 100 55 69 76 142 64 49 9 30 47 123 12 97 42... 64 76 139 122 37 127 57 143 32 108 46 17 126 9 51 59 1 74 23 89 42 124 132 19 93 137 70 86 14 112 83 91 63 39 73 18 90 120 53 103 140 87 43 55 131 40 142 102 107 111 80 65 61 34 66 75 88 92 13 138 50 117 97 20 44 7 56 94 41... 139 87 98 118 125 65 35 112 10 43 85 66 58 131 36 30 50 11 136 130 71 100 79 142 40 69 101 84 143 33 95 26 18 94 13 68 8 0 47 70 129 48 107 64 93 16 83 39 29 81 6 105 78 92 104 60 15 55 4 14 7 91 86 12 31 46 20 133 53...
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
#Go
Go
package main   import ( "fmt" big "github.com/ncw/gmp" "sort" )   var ( one = new(big.Int).SetUint64(1) two = new(big.Int).SetUint64(2) three = new(big.Int).SetUint64(3) )   func pierpont(ulim, vlim int, first bool) []*big.Int { p := new(big.Int) p2 := new(big.Int).Set(one) p3 := new(big.Int).Set(one) var pp []*big.Int for v := 0; v < vlim; v++ { for u := 0; u < ulim; u++ { p.Mul(p2, p3) if first { p.Add(p, one) } else { p.Sub(p, one) } if p.ProbablyPrime(10) { q := new(big.Int) q.Set(p) pp = append(pp, q) } p2.Mul(p2, two) } p3.Mul(p3, three) p2.Set(one) } sort.Slice(pp, func(i, j int) bool { return pp[i].Cmp(pp[j]) < 0 }) return pp } func main() { fmt.Println("First 50 Pierpont primes of the first kind:") pp := pierpont(120, 80, true) for i := 0; i < 50; i++ { fmt.Printf("%8d ", pp[i]) if (i-9)%10 == 0 { fmt.Println() } } fmt.Println("\nFirst 50 Pierpont primes of the second kind:") pp2 := pierpont(120, 80, false) for i := 0; i < 50; i++ { fmt.Printf("%8d ", pp2[i]) if (i-9)%10 == 0 { fmt.Println() } } fmt.Println("\n250th Pierpont prime of the first kind:", pp[249]) fmt.Println("\n250th Pierpont prime of the second kind:", pp2[249]) }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#C.23
C#
using System; using System.Collections.Generic;   class RandomElementPicker { static void Main() { var list = new List<int>(new[]{0, 1, 2, 3, 4, 5, 6, 7, 8, 9}); var rng = new Random(); var randomElement = list[rng.Next(list.Count)]; Console.WriteLine("I picked element {0}", randomElement); } }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#C.2B.2B
C++
#include <iostream> #include <random> #include <vector>   int main( ) { std::vector<int> numbers { 11 , 88 , -5 , 13 , 4 , 121 , 77 , 2 } ; std::random_device seed ; // generator std::mt19937 engine( seed( ) ) ; // number distribution std::uniform_int_distribution<int> choose( 0 , numbers.size( ) - 1 ) ; std::cout << "random element picked : " << numbers[ choose( engine ) ] << " !\n" ; return 0 ; }
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
#Smalltalk
Smalltalk
| isPrime | isPrime := [:n | n even ifTrue: [ ^n=2 ] ifFalse: [ 3 to: n sqrt do: [:i | (n \\ i = 0) ifTrue: [ ^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.
#Sidef
Sidef
var (games=100) = ARGV.map{.to_i}...   define DIE = 1..6; define GOAL = 100;   class Player(score=0, ante=0, rolls=0, strategy={false}) { method turn { rolls = 0; ante = 0; loop { rolls++; given (var roll = DIE.rand) { when (1) { ante = 0; break; } case (roll > 1) { ante += roll; } } ((score + ante >= GOAL) || strategy) && break; } score += ante; } }   var players = [];   # 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( strategy: { players[1].rolls >= 5 } );   # try to accumulate at least 20 points per turn players[2] = Player.new( strategy: { players[2].ante > 20 } );   # random but 90% chance of rolling again players[3] = Player.new( strategy: { 1.rand < 0.1 } );   # random but more conservative as approaches goal players[4] = Player.new( strategy: { 1.rand < ((GOAL - players[4].score) * 0.6 / GOAL) } );   var wins = [0]*players.len;   games.times { var player = -1; loop { player++; var p = players[player % players.len]; p.turn; p.score >= GOAL && break; } wins[player % players.len]++; players.map{.score}.join("\t").say; players.each { |p| p.score = 0 }; }   say "\nSCORES: for #{games} games"; say wins.join("\t");
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
#Bracmat
Bracmat
( "rosetta code phrase reversal":?text & rev$!text:?output1 & get$(!text,MEM):?words & :?output2:?output3 & whl ' ( !words:%?word %?words & !output2 rev$!word " ":?output2 & " " !word !output3:?output3 ) & str$(!output2 rev$!words):?output2 & str$(!words !output3):?output3 & out $ ( str $ ("0:\"" !text "\"\n1:\"" !output1 "\"\n2:\"" !output2 "\"\n3:\"" !output3 \"\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
#C
C
  #include <stdio.h> #include <string.h>   /* The functions used are destructive, so after each call the string needs * to be copied over again. One could easily allocate new strings as * required, but this way allows the caller to manage memory themselves */   char* reverse_section(char *s, size_t length) { if (length == 0) return s;   size_t i; char temp; for (i = 0; i < length / 2 + 1; ++i) temp = s[i], s[i] = s[length - i], s[length - i] = temp; return s; }   char* reverse_words_in_order(char *s, char delim) { if (!strlen(s)) return s;   size_t i, j; for (i = 0; i < strlen(s) - 1; ++i) { for (j = 0; s[i + j] != 0 && s[i + j] != delim; ++j) ; reverse_section(s + i, j - 1); s += j; } return s; }   char* reverse_string(char *s) { return strlen(s) ? reverse_section(s, strlen(s) - 1) : s; }   char* reverse_order_of_words(char *s, char delim) { reverse_string(s); reverse_words_in_order(s, delim); return s; }   int main(void) { char str[] = "rosetta code phrase reversal"; size_t lenstr = sizeof(str) / sizeof(str[0]); char scopy[lenstr]; char delim = ' ';   /* Original String */ printf("Original: \"%s\"\n", str);   /* Reversed string */ strncpy(scopy, str, lenstr); reverse_string(scopy); printf("Reversed: \"%s\"\n", scopy);   /* Reversed words in string */ strncpy(scopy, str, lenstr); reverse_words_in_order(scopy, delim); printf("Reversed words: \"%s\"\n", scopy);   /* Reversed order of words in string */ strncpy(scopy, str, lenstr); reverse_order_of_words(scopy, delim); printf("Reversed order: \"%s\"\n", scopy);   return 0; }  
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
#BBC_BASIC
BBC BASIC
DIM Deck{ncards%, card&(51)}, Suit$(3), Rank$(12) Suit$() = "Clubs", "Diamonds", "Hearts", "Spades" Rank$() = "Ace", "Two", "Three", "Four", "Five", "Six", "Seven", \ \ "Eight", "Nine", "Ten", "Jack", "Queen", "King"   PRINT "Creating a new deck..." PROCnewdeck(deck1{}) PRINT "Shuffling the deck..." PROCshuffle(deck1{}) PRINT "The first few cards are:" FOR card% = 1 TO 8 PRINT FNcardname(deck1.card&(card%)) NEXT PRINT "Dealing three cards from the deck:" FOR card% = 1 TO 3 PRINT FNcardname(FNdeal(deck1{})) NEXT PRINT "Number of cards remaining in the deck = " ; deck1.ncards% END   REM Make a new deck: DEF PROCnewdeck(RETURN deck{}) LOCAL N% DIM deck{} = Deck{} FOR N% = 0 TO 51 deck.card&(N%) = N% deck.ncards% += 1 NEXT ENDPROC   REM Shuffle a deck: DEF PROCshuffle(deck{}) LOCAL N% FOR N% = 52 TO 2 STEP -1 SWAP deck.card&(N%-1), deck.card&(RND(N%)-1) NEXT ENDPROC   REM Deal from the 'bottom' of the deck: DEF FNdeal(deck{}) IF deck.ncards% = 0 THEN ERROR 100, "Deck is empty" deck.ncards% -= 1 = deck.card&(deck.ncards%)   REM Return the name of a card: DEF FNcardname(card&) = Rank$(card& >> 2) + " of " + Suit$(card& AND 3)
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#Arturo
Arturo
q: 1 r: 0 t: 1 k: 1 n: 3 l: 3 d: 0   dotWritten: false   while [true][ if? (n*t) > (4*q)+r-t [ d: d+1 prints n unless dotWritten [ prints "." dotWritten: true d: d+1 ]   if 0 = d%80 -> prints "\n" nr: 10*(r - n*t) n: ((10*(r + 3*q)) / t) - 10*n q: q*10 r: nr ] else [ nr: (r + 2*q) * l nn: ((q*(2 + 7*k)) + r*l) / (t*l) q: q*k t: t*l l: l+2 k: k+1 n: nn r: nr ] ]
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
#Eiffel
Eiffel
  class PLAYER create set_name feature set_name(n:STRING) do name := n.twin set_points(0) end   strategy(cur_points:INTEGER) local current_points, thrown:INTEGER do io.put_string ("You currently have " +points.out+". %NDo you want to save your points? Press y or n.%N") io.read_line if io.last_string.same_string ("y") then set_points(cur_points) else io.put_string ("Then throw again.%N") thrown:=throw_dice if thrown= 1 then io.put_string("You loose your points%N") else strategy(cur_points+thrown) end end   end set_points (value:INTEGER) require value_not_neg: value >= 0 do points := points + value end   random: V_RANDOM -- Random sequence. once create Result end throw_dice: INTEGER do random.forth Result := random.bounded_item (1, 6) end   name: STRING points: INTEGER end  
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#Arturo
Arturo
pernicious?: function [n][ prime? size filter split as.binary n 'x -> x="0" ]   i: 1 found: 0 while [found<25][ if pernicious? i [ prints i prints " " found: found + 1 ] i: i + 1 ] print "" print select 888888877..888888888 => pernicious?
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#Java
Java
import java.math.BigInteger; import java.util.*;   class RankPermutation { public static BigInteger getRank(int[] permutation) { int n = permutation.length; BitSet usedDigits = new BitSet(); BigInteger rank = BigInteger.ZERO; for (int i = 0; i < n; i++) { rank = rank.multiply(BigInteger.valueOf(n - i)); int digit = 0; int v = -1; while ((v = usedDigits.nextClearBit(v + 1)) < permutation[i]) digit++; usedDigits.set(v); rank = rank.add(BigInteger.valueOf(digit)); } return rank; }   public static int[] getPermutation(int n, BigInteger rank) { int[] digits = new int[n]; for (int digit = 2; digit <= n; digit++) { BigInteger divisor = BigInteger.valueOf(digit); digits[n - digit] = rank.mod(divisor).intValue(); if (digit < n) rank = rank.divide(divisor); } BitSet usedDigits = new BitSet(); int[] permutation = new int[n]; for (int i = 0; i < n; i++) { int v = usedDigits.nextClearBit(0); for (int j = 0; j < digits[i]; j++) v = usedDigits.nextClearBit(v + 1); permutation[i] = v; usedDigits.set(v); } return permutation; }   public static void main(String[] args) { for (int i = 0; i < 6; i++) { int[] permutation = getPermutation(3, BigInteger.valueOf(i)); System.out.println(String.valueOf(i) + " --> " + Arrays.toString(permutation) + " --> " + getRank(permutation)); } Random rnd = new Random(); for (int n : new int[] { 12, 144 }) { BigInteger factorial = BigInteger.ONE; for (int i = 2; i <= n; i++) factorial = factorial.multiply(BigInteger.valueOf(i)); // Create 5 random samples System.out.println("n = " + n); for (int i = 0; i < 5; i++) { BigInteger rank = new BigInteger((factorial.bitLength() + 1) << 1, rnd); rank = rank.mod(factorial); int[] permutation = getPermutation(n, rank); System.out.println(" " + rank + " --> " + Arrays.toString(permutation) + " --> " + getRank(permutation)); } } }   }
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
#Haskell
Haskell
import Control.Monad (guard) import Data.List (intercalate) import Data.List.Split (chunksOf) import Math.NumberTheory.Primes (Prime, unPrime, nextPrime) import Math.NumberTheory.Primes.Testing (isPrime) import Text.Printf (printf)   data PierPointKind = First | Second   merge :: Ord a => [a] -> [a] -> [a] merge [] b = b merge a@(x:xs) b@(y:ys) | x < y = x : merge xs b | otherwise = y : merge a ys   nSmooth :: Integer -> [Integer] nSmooth p = 1 : foldr u [] factors where factors = takeWhile (<=p) primes primes = map unPrime [nextPrime 1..] u n s = r where r = merge s (map (n*) (1:r))   pierpoints :: PierPointKind -> [Integer] pierpoints k = do n <- nSmooth 3 let x = case k of First -> succ n Second -> pred n guard (isPrime x) >> [x]   main :: IO () main = do printf "\nFirst 50 Pierpont primes of the first kind:\n" mapM_ (\row -> mapM_ (printf "%12s" . commas) row >> printf "\n") (rows $ pierpoints First) printf "\nFirst 50 Pierpont primes of the second kind:\n" mapM_ (\row -> mapM_ (printf "%12s" . commas) row >> printf "\n") (rows $ pierpoints Second) printf "\n250th Pierpont prime of the first kind: %s\n" (commas $ pierpoints First !! 249) printf "\n250th Pierpont prime of the second kind: %s\n\n" (commas $ pierpoints Second !! 249) where rows = chunksOf 10 . take 50 commas = reverse . intercalate "," . chunksOf 3 . reverse . show
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Ceylon
Ceylon
import ceylon.random {   DefaultRandom }   shared void run() { value random = DefaultRandom(); value element = random.nextElement([1, 2, 3, 4, 5, 6]); print(element); }
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#Clojure
Clojure
(rand-nth coll)
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
#SNOBOL4
SNOBOL4
define('isprime(n)i,max') :(isprime_end) isprime isprime = n le(n,1) :s(freturn) eq(n,2) :s(return) eq(remdr(n,2),0) :s(freturn) max = sqrt(n); i = 1 isp1 i = le(i + 2,max) i + 2 :f(return) eq(remdr(n,i),0) :s(freturn)f(isp1) isprime_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.
#Tcl
Tcl
package require TclOO   oo::class create Player { variable me constructor {name} { set me $name } method name {} { return $me }   method wantToRoll {safeScore roundScore} {}   method rolled {who what} { if {$who ne [self]} { #puts "[$who name] rolled a $what" } } method turnend {who score} { if {$who ne [self]} { #puts "End of turn for [$who name] on $score" } } method winner {who score} { if {$who ne [self]} { #puts "[$who name] is a winner, on $score" } } }   oo::class create HumanPlayer { variable me superclass Player method wantToRoll {safeScore roundScore} { while 1 { puts -nonewline "$me (on $safeScore+$roundScore) do you want to roll? (Y/n)" flush stdout if {[gets stdin line] < 0} { # EOF detected puts "" exit } if {$line eq "" || $line eq "y" || $line eq "Y"} { return 1 } if {$line eq "n" || $line eq "N"} { return 0 } } } method stuck {score} { puts "$me sticks with score $score" } method busted {score} { puts "Busted! ($me still on score $score)" } method won {score} { puts "$me has won! (Score: $score)" } }   proc rollDie {} { expr {1+int(rand() * 6)} } proc rotateList {var} { upvar 1 $var l set l [list {*}[lrange $l 1 end] [lindex $l 0]] } proc broadcast {players message score} { set p0 [lindex $players 0] foreach p $players { $p $message $p0 $score } }   proc pig {args} { set players $args set scores [lrepeat [llength $args] 0] while 1 { set player [lindex $players 0] set safe [lindex $scores 0] set s 0 while 1 { if {$safe + $s >= 100} { incr safe $s $player won $safe broadcast $players winner $safe return $player } if {![$player wantToRoll $safe $s]} { lset scores 0 [incr safe $s] $player stuck $safe break } set roll [rollDie] broadcast $players rolled $roll if {$roll == 1} { $player busted $safe break } incr s $roll } broadcast $players turnend $safe rotateList players rotateList scores } }
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
#C.23
C#
using System; using System.Linq; namespace ConsoleApplication { class Program { static void Main(string[] args) { //Reverse() is an extension method on IEnumerable<char>. //The constructor takes a char[], so we have to call ToArray() Func<string, string> reverse = s => new string(s.Reverse().ToArray());   string phrase = "rosetta code phrase reversal"; //Reverse the string Console.WriteLine(reverse(phrase)); //Reverse each individual word in the string, maintaining original string order. Console.WriteLine(string.Join(" ", phrase.Split(' ').Select(word => reverse(word)))); //Reverse the order of each word of the phrase, maintaining the order of characters in each word. Console.WriteLine(string.Join(" ", phrase.Split(' ').Reverse())); } } }
http://rosettacode.org/wiki/Permutations/Derangements
Permutations/Derangements
A derangement is a permutation of the order of distinct items in which no item appears in its original place. For example, the only two derangements of the three items (0, 1, 2) are (1, 2, 0), and (2, 0, 1). The number of derangements of n distinct items is known as the subfactorial of n, sometimes written as !n. There are various ways to calculate !n. Task Create a named function/method/subroutine/... to generate derangements of the integers 0..n-1, (or 1..n if you prefer). Generate and show all the derangements of 4 integers using the above routine. Create a function that calculates the subfactorial of n, !n. Print and show a table of the counted number of derangements of n vs. the calculated !n for n from 0..9 inclusive. Optional stretch goal   Calculate    !20 Related tasks   Anagrams/Deranged anagrams   Best shuffle   Left_factorials 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
F derangements(n) [[Int]] r V perm = Array(0 .< n) L I all(enumerate(perm).map((indx, p) -> indx != p)) r [+]= perm I !perm.next_permutation() L.break R r   F subfact(n) -> Int64 R I n < 2 {1 - n} E (subfact(n - 1) + subfact(n - 2)) * (n - 1)   V n = 4 print(‘Derangements of ’Array(0 .< n)) L(d) derangements(n) print(‘ ’d)   print("\nTable of n vs counted vs calculated derangements") L(n) 10 print(‘#2 #<6 #.’.format(n, derangements(n).len, subfact(n)))   n = 20 print("\n!#. = #.".format(n, subfact(n)))
http://rosettacode.org/wiki/Permutations_by_swapping
Permutations by swapping
Task Generate permutations of n items in which successive permutations differ from each other by the swapping of any two items. Also generate the sign of the permutation which is +1 when the permutation is generated from an even number of swaps from the initial state, and -1 for odd. Show the permutations and signs of three items, in order of generation here. Such data are of use in generating the determinant of a square matrix and any functions created should bear this in mind. Note: The Steinhaus–Johnson–Trotter algorithm generates successive permutations where adjacent items are swapped, but from this discussion adjacency is not a requirement. References Steinhaus–Johnson–Trotter algorithm Johnson-Trotter Algorithm Listing All Permutations Heap's algorithm [1] Tintinnalogia Related tasks   Matrix arithmetic   Gray code
#11l
11l
F s_permutations(seq) V items = [[Int]()] L(j) seq [[Int]] new_items L(item) items I L.index % 2 new_items [+]= (0..item.len).map(i -> @item[0 .< i] [+] [@j] [+] @item[i..]) E new_items [+]= (item.len..0).step(-1).map(i -> @item[0 .< i] [+] [@j] [+] @item[i..]) items = new_items   R enumerate(items).map((i, item) -> (item, I i % 2 {-1} E 1))   L(n) (3, 4) print(‘Permutations and sign of #. items’.format(n)) L(perm, sgn) s_permutations(Array(0 .< n)) print(‘Perm: #. Sign: #2’.format(perm, sgn)) print()
http://rosettacode.org/wiki/Permutation_test
Permutation test
Permutation test You are encouraged to solve this task according to the task description, using any language you may know. A new medical treatment was tested on a population of n + m {\displaystyle n+m} volunteers, with each volunteer randomly assigned either to a group of n {\displaystyle n} treatment subjects, or to a group of m {\displaystyle m} control subjects. Members of the treatment group were given the treatment, and members of the control group were given a placebo. The effect of the treatment or placebo on each volunteer was measured and reported in this table. Table of experimental results Treatment group Control group 85 68 88 41 75 10 66 49 25 16 29 65 83 32 39 92 97 28 98 Write a program that performs a permutation test to judge whether the treatment had a significantly stronger effect than the placebo. Do this by considering every possible alternative assignment from the same pool of volunteers to a treatment group of size n {\displaystyle n} and a control group of size m {\displaystyle m} (i.e., the same group sizes used in the actual experiment but with the group members chosen differently), while assuming that each volunteer's effect remains constant regardless. Note that the number of alternatives will be the binomial coefficient ( n + m n ) {\displaystyle {\tbinom {n+m}{n}}} . Compute the mean effect for each group and the difference in means between the groups in every case by subtracting the mean of the control group from the mean of the treatment group. Report the percentage of alternative groupings for which the difference in means is less or equal to the actual experimentally observed difference in means, and the percentage for which it is greater. Note that they should sum to 100%. Extremely dissimilar values are evidence of an effect not entirely due to chance, but your program need not draw any conclusions. You may assume the experimental data are known at compile time if that's easier than loading them at run time. Test your solution on the data given above.
#11l
11l
V data = [85, 88, 75, 66, 25, 29, 83, 39, 97, 68, 41, 10, 49, 16, 65, 32, 92, 28, 98]   F pick(at, remain, accu, treat) I remain == 0 R I accu > treat {1} E 0 R pick(at - 1, remain - 1, accu + :data[at - 1], treat) + (I at > remain {pick(at - 1, remain, accu, treat)} E 0)   V treat = 0 V total = 1.0 L(i) 0..8 treat += data[i] L(i) (19..11).step(-1) total *= i L(i) (9..1).step(-1) total /= i   V gt = pick(19, 9, 0, treat) V le = Int(total - gt)   print(‘<= : #.6% #.’.format(100 * le / total, le)) print(‘ > : #.6% #.’.format(100 * gt / total, gt))
http://rosettacode.org/wiki/Peripheral_drift_illusion
Peripheral drift illusion
Task Generate and display a Peripheral Drift Illusion The image appears to be moving even though it is perfectly static. Provide a link to show the output, either by running the code online or a screenshot uploaded to a suitable image host. References Codepen demo.
#Action.21
Action!
PROC DrawTile(INT x BYTE y,flip,c1,c2) BYTE i   Color=1 FOR i=y+2 TO y+11 DO Plot(x+1,i) DrawTo(x+5,i) OD Color=c1 IF flip THEN Plot(x,y+12) DrawTo(x,y) DrawTo(x+6,y) ELSE Plot(x,y) DrawTo(x+6,y) DrawTo(x+6,y+12) FI Plot(x+1,y+1) DrawTo(x+5,y+1) Color=c2 IF flip THEN Plot(x,y+13) DrawTo(x+6,y+13) DrawTo(x+6,y+1) ELSE Plot(x,y+1) DrawTo(x,y+13) DrawTo(x+6,y+13) FI Plot(x+1,y+12) DrawTo(x+5,y+12) RETURN   PROC Draw() INT x,y,n BYTE flip,c1,c2   FOR y=0 TO 8 DO FOR x=0 TO 15 DO n=(x-y)&15 IF (n RSH 2)&1 THEN flip=1 ELSE flip=0 FI IF (n RSH 3)&1 THEN c1=3 c2=2 ELSE c1=2 c2=3 FI DrawTile(x*10,y*20+6,flip,c1,c2) OD OD RETURN   PROC Main() BYTE CH=$02FC ;Internal hardware value for last key pressed BYTE PALNTSC=$D014 ;To check if PAL or NTSC system is used   Graphics(15+16) IF PALNTSC=15 THEN SetColor(4,14,10) ;yellow for NTSC SetColor(0,8,4)  ;blue for NTSC ELSE SetColor(4,13,10) ;yellow for PAL SetColor(0,7,4)  ;blue for PAL FI SetColor(1,0,0) SetColor(2,0,14) Draw()   DO UNTIL CH#$FF OD CH=$FF RETURN
http://rosettacode.org/wiki/Peripheral_drift_illusion
Peripheral drift illusion
Task Generate and display a Peripheral Drift Illusion The image appears to be moving even though it is perfectly static. Provide a link to show the output, either by running the code online or a screenshot uploaded to a suitable image host. References Codepen demo.
#Julia
Julia
using Gtk, Colors, Cairo   function CodepenApp() # left-top, top-right, right-bottom, bottom-left LT, TR, RB, BL = 1, 2, 3, 4 edges = [ [LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB], [LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL], [TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL], [TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT], [RB, TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT], [RB, RB, TR, TR, LT, LT, BL, BL, RB, RB, TR, TR], [BL, RB, RB, TR, TR, LT, LT, BL, BL, RB, RB, TR], [BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB, RB], [LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB], [LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL], [TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL], [TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT]] W, B = colorant"white", colorant"darkgray" colors = [ [W, B, B, W], [W, W, B, B], [B, W, W, B], [B, B, W, W]] win = GtkWindow("Peripheral drift illusion", 230, 230) |> (can = GtkCanvas()) @guarded draw(can) do widget ctx = Gtk.getgc(can) function line(x1, y1, x2, y2, colr) set_source(ctx, colr) move_to(ctx, x1, y1) line_to(ctx, x2, y2) stroke(ctx) end set_source(ctx, colorant"yellow") rectangle(ctx, 0, 0, 250, 250) fill(ctx) set_line_width(ctx, 2) for x in 1:12 px = 18 + x * 14 for y in 1:12 py = 18 + y * 14 set_source(ctx, colorant"skyblue") rectangle(ctx, px, py, 10, 10) fill(ctx) carray = colors[edges[y][x]] line(px, py, px + 9, py, carray[1]) line(px + 9, py, px + 9, py + 9, carray[2]) line(px + 9, py + 9, px, py + 9, carray[3]) line(px, py + 9, px, py, carray[4]) end end end showall(win) draw(can) condition = Condition() endit(w) = notify(condition) signal_connect(endit, win, :destroy) showall(win) wait(condition) end   CodepenApp()  
http://rosettacode.org/wiki/Peripheral_drift_illusion
Peripheral drift illusion
Task Generate and display a Peripheral Drift Illusion The image appears to be moving even though it is perfectly static. Provide a link to show the output, either by running the code online or a screenshot uploaded to a suitable image host. References Codepen demo.
#Nim
Nim
import gintro/[glib, gobject, gtk, gio, cairo]   const Width = 600 Height = 460   type Color = array[3, float] Edge {.pure.} = enum LT, TR, RB, BL   const   Edges = [[LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB], [LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL], [TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL], [TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT], [RB, TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT], [RB, RB, TR, TR, LT, LT, BL, BL, RB, RB, TR, TR], [BL, RB, RB, TR, TR, LT, LT, BL, BL, RB, RB, TR], [BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB, RB], [LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL, RB], [LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL, BL], [TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT, BL], [TR, TR, LT, LT, BL, BL, RB, RB, TR, TR, LT, LT]]   Black: Color = [0.0, 0.0, 0.0] Blue: Color = [0.2, 0.3, 1.0] White: Color = [1.0, 1.0, 1.0] Yellow: Color = [0.8, 0.8, 0.0]   Colors: array[Edge, array[4, Color]] = [[White, Black, Black, White], [White, White, Black, Black], [Black, White, White, Black], [Black, Black, White, White]]   #---------------------------------------------------------------------------------------------------   proc draw(area: DrawingArea; context: Context) = ## Draw the pattern in the area.   func line(x1, y1, x2, y2: float; color: Color) = context.setSource(color) context.moveTo(x1, y1) context.lineTo(x2, y2) context.stroke   context.setSource(Yellow) context.rectangle(0, 0, Width, Height) context.fill()   for x in 0..11: let px = float(86 + x * 36) for y in 0..11: let py = float(16 + y * 36) context.setSource(Blue) context.rectangle(px, py, 24, 24) context.fill() let carray = Colors[Edges[y][x]] context.setLineWidth(2) line(px, py, px + 23, py, carray[0]) line(px + 23, py, px + 23, py + 23, carray[1]) line(px + 23, py + 23, px, py + 23, carray[2]) line(px, py + 23, px, py, carray[3])   #---------------------------------------------------------------------------------------------------   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("Peripheral drift illusion")   # Create the drawing area. let area = newDrawingArea() window.add(area)   # Connect the "draw" event to the callback to draw the pattern. discard area.connect("draw", ondraw, pointer(nil))   window.showAll()   #———————————————————————————————————————————————————————————————————————————————————————————————————   let app = newApplication(Application, "Rosetta.Illusion") discard app.connect("activate", activate) discard app.run()
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
#C
C
#include <stdio.h> #include <stdlib.h> #include <locale.h>   int locale_ok = 0;   wchar_t s_suits[] = L"♠♥♦♣"; /* if your file can't contain unicode, use the next line instead */ //wchar_t s_suits[] = L"\x2660\x2665\x2666\x2663";   const char *s_suits_ascii[] = { "S", "H", "D", "C" }; const char *s_nums[] = { "WHAT", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "OVERFLOW" };   typedef struct { int suit, number, _s; } card_t, *card; typedef struct { int n; card_t cards[52]; } deck_t, *deck;   void show_card(card c) { if (locale_ok) printf(" %lc%s", s_suits[c->suit], s_nums[c->number]); else printf(" %s%s", s_suits_ascii[c->suit], s_nums[c->number]); }   deck new_deck() { int i, j, k; deck d = malloc(sizeof(deck_t)); d->n = 52; for (i = k = 0; i < 4; i++) for (j = 1; j <= 13; j++, k++) { d->cards[k].suit = i; d->cards[k].number = j; } return d; }   void show_deck(deck d) { int i; printf("%d cards:", d->n); for (i = 0; i < d->n; i++) show_card(d->cards + i); printf("\n"); }   int cmp_card(const void *a, const void *b) { int x = ((card)a)->_s, y = ((card)b)->_s; return x < y ? -1 : x > y; }   card deal_card(deck d) { if (!d->n) return 0; return d->cards + --d->n; }   void shuffle_deck(deck d) { int i; for (i = 0; i < d->n; i++) d->cards[i]._s = rand(); qsort(d->cards, d->n, sizeof(card_t), cmp_card); }   int main() { int i, j; deck d = new_deck();   locale_ok = (0 != setlocale(LC_CTYPE, ""));   printf("New deck, "); show_deck(d);   printf("\nShuffle and deal to three players:\n"); shuffle_deck(d); for (i = 0; i < 3; i++) { for (j = 0; j < 5; j++) show_card(deal_card(d)); printf("\n"); } printf("Left in deck "); show_deck(d);   /* freeing the data struct requires just free(), but it depends on the * situation: there might be cards dealt out somewhere, which is not * in the scope of this task. */ //free(d); return 0; }
http://rosettacode.org/wiki/Pi
Pi
Create a program to continually calculate and output the next decimal digit of   π {\displaystyle \pi }   (pi). The program should continue forever (until it is aborted by the user) calculating and outputting each decimal digit in succession. The output should be a decimal sequence beginning   3.14159265 ... Note: this task is about   calculating   pi.   For information on built-in pi constants see Real constants and functions. Related Task Arithmetic-geometric mean/Calculate Pi
#AutoHotkey
AutoHotkey
#NoEnv #SingleInstance, Force SetBatchLines, -1 #Include mpl.ahk dot:=".", i:=0 , MP_SET(q, "1") , MP_SET(r, "0") , MP_SET(t, "1") , MP_SET(k, "1") , MP_SET(n, "3") , MP_SET(l, "3") , MP_SET(ONE, "1") , MP_SET(TWO, "2") , MP_SET(THREE, "3") , MP_SET(FOUR, "4") , MP_SET(SEVEN, "7") , MP_SET(TEN, "10")   Loop { MP_MUL(q4, q, FOUR) , MP_ADD(q4r, q4, r) , MP_SUB(q4rt, q4r, t) , MP_MUL(tn, t, n) If (MP_CMP(q4rt,tn) = -1) { s := MP_DEC(n) . dot OutputDebug %s% dot := "" , i++ , MP_MUL(tn, t, n) , MP_SUB(rtn, r, tn) , MP_MUL(nr, rtn, TEN) , MP_MUL(q3, q, THREE) , MP_ADD(q3r, q3, r) , MP_DIV(q3rt, remainder, q3r, t) , MP_SUB(q3rtn, q3rt, n) , MP_MUL(n, q3rtn, TEN) , MP_MUL(tmp, q, TEN) , MP_CPY(q, tmp) , MP_CPY(r, nr) } Else { MP_MUL(q2, q, TWO) , MP_ADD(q2r, q2, r) , MP_MUL(nr, q2r, l) , MP_MUL(k7, k, SEVEN) , MP_ADD(k72, k7, TWO) , MP_MUL(qk, q, k72) , MP_MUL(rl, r, l) , MP_ADD(qkrl, qk, rl) , MP_MUL(tl, t, l) , MP_DIV(nn, remainder, qkrl, tl) , MP_MUL(tmp, q, k) , MP_CPY(q, tmp) , MP_MUL(tmp, t, l) , MP_CPY(t, tmp) , MP_ADD(tmp, l, TWO) , MP_CPY(l, tmp) , MP_ADD(tmp, k, ONE) , MP_CPY(k, tmp) , MP_CPY(n, nn) , MP_CPY(r, nr) } }
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
#Erlang
Erlang
  -module( pig_dice ).   -export( [game/1, goal/0, hold/2, player_name/1, players_totals/1, quit/2, roll/2, score/1, task/0] ).   -record( player, {name, score=0, total=0} ).   game( [_Player | _T]=Players ) -> My_pid = erlang:self(), erlang:spawn_link( fun() -> random:seed(os:timestamp()), game_loop( [#player{name=X} || X <- Players], 100, My_pid ) end ).   goal() -> 100.   hold( Player, Game ) -> Game ! {next_player, Player}.   players_totals( Game ) -> ask( Game, players_totals ).   player_name( Game ) -> ask( Game, name ).   quit( Player, Game ) -> Game ! {quit, Player}.   roll( Player, Game ) -> Game ! {roll, Player}.   score( Game ) -> ask( Game, score ).   task() -> Game = game( ["Player1", "Player2"] ), Play = erlang:spawn( fun() -> play_loop( Game ) end ), receive {pig, Result, Game} -> erlang:exit( Play, kill ), task_display( Result ), Result end.       ask( Game, Question ) -> Game ! {Question, erlang:self()}, receive {Question, Answer, Game} -> Answer end.   game_loop( [], _Goal, Report_pid ) -> Report_pid ! {pig, game_over_all_quite. erlang:self()}; game_loop( [#player{name=Name}=Player | T]=Players, Goal, Report_pid ) -> receive {name, Pid} -> Pid ! {name, Player#player.name, erlang:self()}, game_loop( Players, Goal, Report_pid ); {next_player, Name} -> New_players = game_loop_next_player( Player#player.total + Player#player.score, Players, Goal, Report_pid ), game_loop( New_players, Goal, Report_pid ); {players_totals, Pid} -> Pid ! {players_totals, [{X#player.name, X#player.total} || X <- Players], erlang:self()}, game_loop( Players, Goal, Report_pid ); {quit, Name} -> game_loop( T, Goal, Report_pid ); {roll, Name} -> New_players = game_loop_roll( random:uniform(6), Players ), game_loop( New_players, Goal, Report_pid ); {score, Pid} -> Pid ! {score, Player#player.score, erlang:self()}, game_loop( Players, Goal, Report_pid ) end.   game_loop_next_player( Total, [Player | T], Goal, Report_pid ) when Total >= Goal -> Report_pid ! {pig, [{X#player.name, X#player.total} || X <- [Player | T]]. erlang:self()}, []; game_loop_next_player( Total, [Player | T], _Goal, _Report_pid ) -> T ++ [Player#player{score=0, total=Total}].   game_loop_roll( 1, [Player | T] ) -> T ++ [Player#player{score=0}]; game_loop_roll( Score, [#player{score=Old_score}=Player | T] ) -> [Player#player{score=Old_score + Score} | T].   play_loop( Game ) -> Name = player_name( Game ), io:fwrite( "Currently ~p.~n", [players_totals(Game)] ), io:fwrite( "Name ~p.~n", [Name] ), roll( Name, Game ), Score = score( Game ), io:fwrite( "Rolled, score this round ~p.~n", [Score] ), play_loop_next( Score, Name, Game ), play_loop( Game ).   play_loop_command( {ok, ["y" ++ _T]}, _Name, _Game ) -> ok; play_loop_command( {ok, ["n" ++ _T]}, Name, Game ) -> hold( Name, Game ); play_loop_command( {ok, ["q" ++ _T]}, Name, Game ) -> quit( Name, Game ); play_loop_command( {ok, _T}, Name, Game ) -> play_loop_command( io:fread("Roll again (y/n/q): ", "~s"), Name, Game ).   play_loop_next( 0, _Name, _Game ) -> io:fwrite( "~nScore 0, next player.~n" ); play_loop_next( _Score, Name, Game ) -> play_loop_command( io:fread("Roll again (y/n/q): ", "~s"), Name, Game ).   task_display( Results ) when is_list(Results) -> [{Name, Total} | Rest] = lists:reverse( lists:keysort(2, Results) ), io:fwrite( "Winner is ~p with total of ~p~n", [Name, Total] ), io:fwrite( "Then follows: " ), [io:fwrite("~p with ~p~n", [N, T]) || {N, T} <- Rest]; task_display( Result ) -> io:fwrite( "Result: ~p~n", [Result] ).  
http://rosettacode.org/wiki/Pernicious_numbers
Pernicious numbers
A   pernicious number   is a positive integer whose   population count   is a prime. The   population count   is the number of   ones   in the binary representation of a non-negative integer. Example 22   (which is   10110   in binary)   has a population count of   3,   which is prime,   and therefore 22   is a pernicious number. Task display the first   25   pernicious numbers   (in decimal). display all pernicious numbers between   888,888,877   and   888,888,888   (inclusive). display each list of integers on one line   (which may or may not include a title). See also Sequence   A052294 pernicious numbers on The On-Line Encyclopedia of Integer Sequences. Rosetta Code entry   population count, evil numbers, odious numbers.
#AutoHotkey
AutoHotkey
c := 0 while c < 25 if IsPern(A_Index) Out1 .= A_Index " ", c++ Loop, 12 if IsPern(n := 888888876 + A_Index) Out2 .= n " " MsgBox, % Out1 "`n" Out2   IsPern(x) { ;https://en.wikipedia.org/wiki/Hamming_weight#Efficient_implementation static p := {2:1, 3:1, 5:1, 7:1, 11:1, 13:1, 17:1, 19:1, 23:1, 29:1, 31:1, 37:1, 41:1, 43:1, 47:1, 53:1, 59:1, 61:1} x -= (x >> 1) & 0x5555555555555555 , x := (x & 0x3333333333333333) + ((x >> 2) & 0x3333333333333333) , x := (x + (x >> 4)) & 0x0f0f0f0f0f0f0f0f return p[(x * 0x0101010101010101) >> 56] }
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#jq
jq
# Assuming sufficiently-precise integer arithmetic, # if the input and $j are integers, then the result will be a pair of integers, # except that if $j is 0, then an error condition is raised. def divmod($j): . as $i | ($i % $j) as $mod | [($i - $mod) / $j, $mod] ;   # Input may be an object or an array def swap($i; $j): .[$i] as $t | .[$i] = .[$j] | .[$j] = $t;   def factorial: . as $n | reduce range(2; $n) as $i ($n; . * $i);   def lpad($len): tostring | ($len - length) as $l | (" " * $l)[:$l] + .;
http://rosettacode.org/wiki/Permutations/Rank_of_a_permutation
Permutations/Rank of a permutation
A particular ranking of a permutation associates an integer with a particular ordering of all the permutations of a set of distinct items. For our purposes the ranking will assign integers 0.. ( n ! − 1 ) {\displaystyle 0..(n!-1)} to an ordering of all the permutations of the integers 0.. ( n − 1 ) {\displaystyle 0..(n-1)} . For example, the permutations of the digits zero to 3 arranged lexicographically have the following rank: PERMUTATION RANK (0, 1, 2, 3) -> 0 (0, 1, 3, 2) -> 1 (0, 2, 1, 3) -> 2 (0, 2, 3, 1) -> 3 (0, 3, 1, 2) -> 4 (0, 3, 2, 1) -> 5 (1, 0, 2, 3) -> 6 (1, 0, 3, 2) -> 7 (1, 2, 0, 3) -> 8 (1, 2, 3, 0) -> 9 (1, 3, 0, 2) -> 10 (1, 3, 2, 0) -> 11 (2, 0, 1, 3) -> 12 (2, 0, 3, 1) -> 13 (2, 1, 0, 3) -> 14 (2, 1, 3, 0) -> 15 (2, 3, 0, 1) -> 16 (2, 3, 1, 0) -> 17 (3, 0, 1, 2) -> 18 (3, 0, 2, 1) -> 19 (3, 1, 0, 2) -> 20 (3, 1, 2, 0) -> 21 (3, 2, 0, 1) -> 22 (3, 2, 1, 0) -> 23 Algorithms exist that can generate a rank from a permutation for some particular ordering of permutations, and that can generate the same rank from the given individual permutation (i.e. given a rank of 17 produce (2, 3, 1, 0) in the example above). One use of such algorithms could be in generating a small, random, sample of permutations of n {\displaystyle n} items without duplicates when the total number of permutations is large. Remember that the total number of permutations of n {\displaystyle n} items is given by n ! {\displaystyle n!} which grows large very quickly: A 32 bit integer can only hold 12 ! {\displaystyle 12!} , a 64 bit integer only 20 ! {\displaystyle 20!} . It becomes difficult to take the straight-forward approach of generating all permutations then taking a random sample of them. A question on the Stack Overflow site asked how to generate one million random and indivudual permutations of 144 items. Task Create a function to generate a permutation from a rank. Create the inverse function that given the permutation generates its rank. Show that for n = 3 {\displaystyle n=3} the two functions are indeed inverses of each other. Compute and show here 4 random, individual, samples of permutations of 12 objects. Stretch goal State how reasonable it would be to use your program to address the limits of the Stack Overflow question. References Ranking and Unranking Permutations in Linear Time by Myrvold & Ruskey. (Also available via Google here). Ranks on the DevData site. Another answer on Stack Overflow to a different question that explains its algorithm in detail. Related tasks Factorial_base_numbers_indexing_permutations_of_a_collection
#Julia
Julia
using Printf   nobjs = 4 a = collect(1:nobjs) println("All permutations of ", nobjs, " objects:") for i in 1:factorial(nobjs) p = nthperm(a, i) prank = nthperm(p) print(@sprintf("%5d => ", i)) println(p, " (", prank, ")") end   nobjs = 12 nsamp = 4 ptaken = Int[] println() println(nsamp, " random permutations of ", nobjs, " objects:") for i in 1:nsamp p = randperm(nobjs) prank = nthperm(p) while prank in ptaken p = randperm(nobjs) prank = nthperm(p) end push!(ptaken, prank) println(" ", p, " (", prank, ")") end  
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
#J
J
5 10$(#~ 1 p:])1+/:~,*//2 3x^/i.20 2 3 5 7 13 17 19 37 73 97 109 163 193 257 433 487 577 769 1153 1297 1459 2593 2917 3457 3889 10369 12289 17497 18433 39367 52489 65537 139969 147457 209953 331777 472393 629857 746497 786433 839809 995329 1179649 1492993 1769473 1990657 2654209 5038849 5308417 8503057 5 10$(#~ 1 p:])_1+/:~,*//2 3x^/i.20 2 3 5 7 11 17 23 31 47 53 71 107 127 191 383 431 647 863 971 1151 2591 4373 6143 6911 8191 8747 13121 15551 23327 27647 62207 73727 131071 139967 165887 294911 314927 442367 472391 497663 524287 786431 995327 1062881 2519423 10616831 17915903 25509167 30233087 57395627
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#CLU
CLU
random_element = proc [T: type] (a: array[T]) returns (T) return(a[array[T]$low(a) + random$next(array[T]$size(a))]) end random_element   start_up = proc () po: stream := stream$primary_output() d: date := now() random$seed(d.second + 60*(d.minute + 60*d.hour))   arr: array[string] := array[string]$["foo", "bar", "baz", "qux"]   for i: int in int$from_to(1,5) do stream$putl(po, random_element[string](arr)) end end start_up
http://rosettacode.org/wiki/Pick_random_element
Pick random element
Demonstrate how to pick a random element from a list.
#COBOL
COBOL
>>SOURCE FREE IDENTIFICATION DIVISION. PROGRAM-ID. random-element.   DATA DIVISION. WORKING-STORAGE SECTION. 01 nums-area VALUE "123456789". 03 nums PIC 9 OCCURS 9 TIMES.   01 random-idx PIC 9 COMP.   PROCEDURE DIVISION. COMPUTE random-idx = FUNCTION RANDOM(FUNCTION CURRENT-DATE (9:7)) * 9 + 1 DISPLAY nums (random-idx) . END PROGRAM random-element.
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
#SQL
SQL
declare @number int set @number = 514229 -- number to check   ;with cte(number) as ( select 2 union all select number+1 from cte where number+1 < @number ) select cast(@number as varchar(100)) + case when exists ( select * from ( select number, @number % number modNumber from cte ) tmp where tmp.modNumber = 0 ) then ' is composite' else ' is prime' end primalityTest option (maxrecursion 0)
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.
#Wren
Wren
import "random" for Random import "os" for Process   var args = Process.arguments var games = (args.count == 0) ? 100 : Num.fromString(args[0])   var Rand = Random.new() var Die = 1..6 var Goal = 100   class Player { construct new(strategy) { _score = 0 _ante = 0 _rolls = 0 _strategy = strategy }   score { _score } rolls { _rolls } ante { _ante }   score=(s) { _score = s }   turn() { _rolls = 0 _ante = 0 while (true) { _rolls = _rolls + 1 var roll = Rand.int(Die.from, Die.to + 1) if (roll == 1) { _ante = 0 break } _ante = _ante + roll if (_score + _ante >= Goal || _strategy.call()) break } _score = _score + _ante } }   var numPlayers = 5 var players = List.filled(numPlayers, null)   // default, go-for-broke, always roll again players[0] = Player.new { false }   // try to roll 5 times but no more per turn players[1] = Player.new { players[1].rolls >= 5 }   // try to accumulate at least 20 points per turn players[2] = Player.new { players[2].ante > 20 }   // random but 90% chance of rolling again players[3] = Player.new { Rand.float() < 0.1 }   // random but more conservative as approaches goal players[4] = Player.new { Rand.float() < (Goal - players[4].score) * 0.6 / Goal }   var wins = List.filled(numPlayers, 0)   for (i in 0...games) { var player = -1 while (true) { player = player + 1 var p = players[player % numPlayers] p.turn() if (p.score >= Goal) break } wins[player % numPlayers] = wins[player % numPlayers] + 1 System.print(players.map { |p| p.score }.join("\t")) players.each { |p| p.score = 0 } }   System.print("\nSCORES: for %(games) games") System.print(wins.join("\t"))
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
#C.2B.2B
C++
#include <iostream> #include <vector> #include <algorithm> #include <string> #include <iterator> #include <sstream>   int main() { std::string s = "rosetta code phrase reversal"; std::cout << "Input : " << s << '\n' << "Input reversed : " << std::string(s.rbegin(), s.rend()) << '\n' ; std::istringstream is(s); std::vector<std::string> words(std::istream_iterator<std::string>(is), {}); std::cout << "Each word reversed : " ; for(auto w : words) std::cout << std::string(w.rbegin(), w.rend()) << ' '; std::cout << '\n' << "Original word order reversed : " ; reverse_copy(words.begin(), words.end(), std::ostream_iterator<std::string>(std::cout, " ")); std::cout << '\n' ; }
http://rosettacode.org/wiki/Permutations/Derangements
Permutations/Derangements
A derangement is a permutation of the order of distinct items in which no item appears in its original place. For example, the only two derangements of the three items (0, 1, 2) are (1, 2, 0), and (2, 0, 1). The number of derangements of n distinct items is known as the subfactorial of n, sometimes written as !n. There are various ways to calculate !n. Task Create a named function/method/subroutine/... to generate derangements of the integers 0..n-1, (or 1..n if you prefer). Generate and show all the derangements of 4 integers using the above routine. Create a function that calculates the subfactorial of n, !n. Print and show a table of the counted number of derangements of n vs. the calculated !n for n from 0..9 inclusive. Optional stretch goal   Calculate    !20 Related tasks   Anagrams/Deranged anagrams   Best shuffle   Left_factorials 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
#360_Assembly
360 Assembly
* Permutations/Derangements 01/04/2017 DERANGE CSECT USING DERANGE,R13 base register B 72(R15) skip savearea DC 17F'0' savearea STM R14,R12,12(R13) save previous context ST R13,4(R15) link backward ST R15,8(R13) link forward LR R13,R15 set addressability XPRNT PG1,L'PG1 print title LA R1,4 4 LA R2,1 1 : combinations print BAL R14,DERGEN call dergen STH R0,COUNT count=dergen(4,1) XPRNT PG2,L'PG2 print table headings XPRNT PG3,L'PG3 print hyphens SR R4,R4 STH R4,II ii=0 DO WHILE=(CH,R4,LE,=H'9') do ii=0 to 9 MVC PG,=CL80' ' clear buffer XDECO R4,PG edit ii LR R1,R4 ii LA R2,0 0 : no combination print BAL R14,DERGEN dergen(ii,0) XDECO R0,PG+12 edit LH R1,II ii BAL R14,SUBFACT subfact(ii) XDECO R0,PG+24 edit XPRNT PG,L'PG print LH R4,II ii LA R4,1(R4) i+1 STH R4,II i=i+1 ENDDO , enddo i LA R0,12 12 STH R0,II ii=12 MVC PG,=CL16'!xx=' init buffer XDECO R0,XDEC edit ii MVC PG+1(2),XDEC+10 output LH R1,II ii BAL R14,SUBFACT subfact(ii) XDECO R0,PG+4 edit subfact(ii) XPRNT PG,16 print L R13,4(0,R13) restore previous savearea pointer LM R14,R12,12(R13) restore previous context XR R15,R15 rc=0 BR R14 exit *------- ---- ------------------------------------------- DERGEN EQU * dergen(n,fprt) ST R14,SAVEDG ST R1,N n ST R2,FPRT fprt IF LTR,R1,Z,R1 THEN if n=0 then LA R0,1 1 B RETDG return(1) ENDIF , endif MVC C,=F'0' c=0 LA R6,1 i=1 DO WHILE=(C,R6,LE,N) do i=1 to 2 LR R1,R6 i SLA R1,1 STH R6,A-2(R1) a(i)=i STH R6,AO-2(R1) ao(i)=i LA R6,1(R6) i++ ENDDO , enddo i L R1,N n BAL R14,FACT ST R0,FACTNM1 fact(n)-1 SR R6,R6 i=0 DO WHILE=(C,R6,LE,FACTNM1) do i=0 to fact(n)-1 L R1,N n BAL R14,NEXTPER call nextper(n) MVI D,X'01' d=true LA R7,1 DO WHILE=(C,R7,LE,N) do j=1 to n LR R1,R7 j SLA R1,1 LH R2,A-2(R1) a(j) LH R3,AO-2(R1) ao(j) IF CR,R2,EQ,R3 THEN if a(j)=ao(j) then MVI D,X'00' d=false ENDIF , endif LA R7,1(R7) j++ ENDDO , enddo j IF CLI,D,EQ,X'01' THEN if d then L R2,C c LA R2,1(R2) c+1 ST R2,C c=c+1 IF CLI,FPRT+3,EQ,X'01' THEN if fprt=1 then MVC PG,=CL80' ' clear buffer LA R10,PG pgi=0 LA R7,1 j=1 DO WHILE=(C,R7,LE,N) do j=1 to n LR R1,R7 j SLA R1,1 LH R2,A-2(R1) a(j) XDECO R2,XDEC edit MVC 0(1,R10),XDEC+11 output LA R10,2(R10) pgi=pgi+2 LA R7,1(R7) j++ ENDDO , enddo j XPRNT PG,L'PG print ENDIF , endif ENDIF , endif LA R6,1(R6) i++ ENDDO , enddo i L R0,C c B RETDG return(c) RETDG L R14,SAVEDG BR R14 SAVEDG DS A *------- ---- ------------------------------------------- NEXTPER EQU * nextper(nk) ST R14,SAVENP ST R1,NK nk BCTR R1,0 nk-1 ST R1,NELEM nelem=nk-1 IF C,R1,LT,=F'1' THEN if nelem<1 then LA R0,0 return(0) B RETNP ENDIF , endif L R8,NELEM nelem BCTR R8,0 pos=nelem-1 LOOPW1 EQU * while a(pos+1)>=a(pos+2) LR R1,R8 pos SLA R1,1 LH R2,A(R1) a(pos+1) CH R2,A+2(R1) if a(pos+1)<a(pos+2) BL ELOOPW1 then exit while BCTR R8,0 pos=pos-1 IF LTR,R8,M,R8 THEN if pos<0 then LA R1,0 0 L R2,NELEM nelem BAL R14,PERMREV call permrev(0,nelem) LA R0,0 return(0) B RETNP ENDIF , endif B LOOPW1 endwhile ELOOPW1 L R9,NELEM last=nelem LOOPW2 EQU * do while a(last+1)<=a(pos+1) LR R1,R9 last SLA R1,1 LH R2,A(R1) a(last+1) LR R1,R8 pos SLA R1,1 CH R2,A(R1) if a(last+1)>a(pos+1) BH ELOOPW2 then exit while BCTR R9,0 last=last-1 B LOOPW2 endwhile ELOOPW2 LR R1,R8 pos SLA R1,1 *2 LA R2,A(R1) @a(pos+1) LR R1,R9 last SLA R1,1 LA R3,A(R1) @a(last+1) LH R0,0(R2) w=a(pos+1) MVC 0(2,R2),0(R3) a(pos+1)=a(last+1) STH R0,0(R3) a(last+1)=w LA R1,1(R8) pos+1 L R2,NELEM nelem BAL R14,PERMREV call permrev(pos+1,nelem) RETNP L R14,SAVENP BR R14 SAVENP DS A *------- ---- ------------------------------------------- PERMREV EQU * permrev(firstix,lastix) LR R4,R1 xfirst LR R5,R2 xlast DO WHILE=(CR,R4,LT,R5) do while(xfirst<xlast) LR R1,R4 xfirst SLA R1,1 *2 LA R2,A(R1) @a(xfirst+1) LR R1,R5 xlast SLA R1,1 *2 LA R3,A(R1) @a(xlast+1) LH R0,0(R2) w=a(xfirst+1) MVC 0(2,R2),0(R3) a(xfirst+1)=a(xlast+1) STH R0,0(R3) a(xlast+1)=w LA R4,1(R4) xfirst=xfirst+1 BCTR R5,0 xlast=xlast-1 ENDDO , enddo BR R14 *------- ---- ---------------------------------------- FACT EQU * fact(n) IF C,R1,LE,=F'1' THEN if n<=1 then LA R0,1 return(1) ELSE , else LA R5,1 f=1 LA R2,1 i=1 DO WHILE=(CR,R2,LE,R1) do i=1 to n MR R4,R2 f*i LA R2,1(R2) i++ ENDDO , enddo LR R0,R5 return(f) ENDIF , endif BR R14 *------- ---- ------------------------------------------- SUBFACT EQU * subfact(n) ST R1,NY n IF LTR,R1,Z,R1 THEN if n=0 then LA R0,1 return(1) ELSE , else LA R4,1 1 ST R4,TT tt(0)=1 ST R4,IY i=1 DO WHILE=(C,R4,LE,NY) do i=1 to n L R4,IY i SRDA R4,32 D R4,=F'2' i/2 IF LTR,R4,Z,R4 THEN if i//2=0 then LA R0,1 nn=1 ELSE , else L R0,=F'-1' nn=-1 ENDIF , endif L R1,IY i SLA R1,2 L R3,TT-4(R1) tt(i-1) M R2,IY *i AR R3,R0 +nn L R1,IY i SLA R1,2 ST R3,TT(R1) tt(i)=i*tt(i-1)+nn L R4,IY i LA R4,1(R4) i++ ST R4,IY i ENDDO , enddo L R1,NY n SLA R1,2 L R0,TT(R1) return(tt(n)) ENDIF , endif BR R14 * ---- ------------------------------------------- A DS 12H A work AO DS 12H A origin II DS H COUNT DS H N DS F FPRT DS F flag for printing C DS F D DS X boolean : a(i) different ao(i) FACTNM1 DS F fact(n)-1 NK DS F n in nextper NELEM DS F n elements in nextper NY DS F n in subfact IY DS F i in subfact TT DS 13F tt(0:12) PG1 DC CL44'derangements for the numbers : 1 2 3 4 are :' PG2 DC CL38' table of n counted calculated :' PG3 DC CL36' ----------- ----------- -----------' XDEC DS CL12 temp for xdeco PG DC CL80' ' buffer YREGS END DERANGE