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http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Nim
Nim
import strformat, strutils, tables   type   Sequence = seq[Natural]   Context = object divisors: seq[int] subtractors: seq[int] seqCache: Table[int, Sequence] # Mapping number -> sequence to reach 1. stepCache: Table[int, int] # Mapping number -> number of steps to reach 1.     proc initContext(divisors, subtractors: openArray[int]): Context = ## Initialize a context. for d in divisors: doAssert d > 1, "divisors must be greater than 1." for s in subtractors: doAssert s > 0, "substractors must be greater than 0." result.divisors = @divisors result.subtractors = @subtractors result.seqCache[1] = @[Natural 1] result.stepCache[1] = 0     proc minStepsDown(context: var Context; n: Natural): Sequence = # Return a minimal sequence to reach the value 1.   assert n > 0, "“n” must be positive." if n in context.seqCache: return context.seqCache[n]   var minSteps = int.high minPath: Sequence   for val in context.divisors: if n mod val == 0: var path = context.minStepsDown(n div val) if path.len < minSteps: minSteps = path.len minPath = move(path)   for val in context.subtractors: if n - val > 0: var path = context.minStepsDown(n - val) if path.len < minSteps: minSteps = path.len minPath = move(path)   result = n & minPath context.seqCache[n] = result     proc minStepsDownCount(context: var Context; n: Natural): int = ## Compute the mininum number of steps without keeping the sequence.   assert n > 0, "“n” must be positive." if n in context.stepCache: return context.stepCache[n]   result = int.high   for val in context.divisors: if n mod val == 0: let steps = context.minStepsDownCount(n div val) if steps < result: result = steps   for val in context.subtractors: if n - val > 0: let steps = context.minStepsDownCount(n - val) if steps < result: result = steps   inc result context.stepCache[n] = result     template plural(n: int): string = if n > 1: "s" else: ""   proc printMinStepsDown(context: var Context; n: Natural) = ## Search and print the sequence to reach one.   let sol = context.minStepsDown(n) stdout.write &"{n} takes {sol.len - 1} step{plural(sol.len - 1)}: " var prev = 0 for val in sol: if prev == 0: stdout.write val elif prev - val in context.subtractors: stdout.write " - ", prev - val, " → ", val else: stdout.write " / ", prev div val, " → ", val prev = val stdout.write '\n'     proc maxMinStepsCount(context: var Context; nmax: Positive): tuple[steps: int; list: seq[int]] = ## Return the maximal number of steps needed for numbers between 1 and "nmax" ## and the list of numbers needing this number of steps.   for n in 2..nmax: let nsteps = context.minStepsDownCount(n) if nsteps == result.steps: result.list.add n elif nsteps > result.steps: result.steps = nsteps result.list = @[n]     proc run(divisors, subtractors: openArray[int]) = ## Run the search for given divisors and subtractors.   var context = initContext(divisors, subtractors) echo &"Using divisors: {divisors} and substractors: {subtractors}" for n in 1..10: context.printMinStepsDown(n) for nmax in [2_000, 20_000]: let (steps, list) = context.maxMinStepsCount(nmax) stdout.write if list.len == 1: &"There is 1 number " else: &"There are {list.len} numbers " echo &"below {nmax} that require {steps} steps: ", list.join(", ")     run(divisors = [2, 3], subtractors = [1]) echo "" run(divisors = [2, 3], subtractors = [2])
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Perl
Perl
#!/usr/bin/perl   use strict; # https://rosettacode.org/wiki/Minimal_steps_down_to_1 use warnings; no warnings 'recursion'; use List::Util qw( first ); use Data::Dump 'dd';   for ( [ 2000, [2, 3], [1] ], [ 2000, [2, 3], [2] ] ) { my ( $n, $div, $sub ) = @$_; print "\n", '-' x 40, " divisors @$div subtractors @$sub\n"; my ($solve, $max) = minimal( @$_ ); printf "%4d takes %s step(s): %s\n", $_, $solve->[$_] =~ tr/ // - 1, $solve->[$_] for 1 .. 10; print "\n"; printf "%d number(s) below %d that take $#$max steps: %s\n", $max->[-1] =~ tr/ //, $n, $max->[-1]; ($solve, $max) = minimal( 20000, $div, $sub ); printf "%d number(s) below %d that take $#$max steps: %s\n", $max->[-1] =~ tr/ //, 20000, $max->[-1]; }   sub minimal { my ($top, $div, $sub) = @_; my @solve = (0, ' '); my @maximal; for my $n ( 2 .. $top ) { my @pick; for my $d ( @$div ) { $n % $d and next; my $ans = "/$d $solve[$n / $d]"; $pick[$ans =~ tr/ //] //= $ans; } for my $s ( @$sub ) { $n > $s or next; my $ans = "-$s $solve[$n - $s]"; $pick[$ans =~ tr/ //] //= $ans; } $solve[$n] = first { defined } @pick; $maximal[$solve[$n] =~ tr/ // - 1] .= " $n"; } return \@solve, \@maximal; }
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#VBScript
VBScript
'N-queens problem - non recursive & structured - vbs - 24/02/2017 const l=15 dim a(),s(),u(): redim a(l),s(l),u(4*l-2) for i=1 to l: a(i)=i: next for n=1 to l m=0 i=1 j=0 r=2*n-1 Do i=i-1 j=j+1 p=0 q=-r Do i=i+1 u(p)=1 u(q+r)=1 z=a(j): a(j)=a(i): a(i)=z 'swap a(i),a(j) p=i-a(i)+n q=i+a(i)-1 s(i)=j j=i+1 Loop Until j>n Or u(p)<>0 Or u(q+r)<>0 If u(p)=0 Then If u(q+r)=0 Then m=m+1 'm: number of solutions 'x="": for k=1 to n: x=x&" "&a(k): next: msgbox x,,m End If End If j=s(i) Do While j>=n And i<>0 Do z=a(j): a(j)=a(i): a(i)=z 'swap a(i),a(j) j=j-1 Loop Until j<i i=i-1 p=i-a(i)+n q=i+a(i)-1 j=s(i) u(p)=0 u(q+r)=0 Loop Loop Until i=0 wscript.echo n &":"& m next 'n
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#uBasic.2F4tH
uBasic/4tH
LOCAL(1) ' main uses locals as well   FOR a@ = 0 TO 200 ' set the array @(a@) = -1 NEXT   PRINT "F sequence:" ' print the F-sequence FOR a@ = 0 TO 20 PRINT FUNC(_f(a@));" "; NEXT PRINT   PRINT "M sequence:" ' print the M-sequence FOR a@ = 0 TO 20 PRINT FUNC(_m(a@));" "; NEXT PRINT   END     _f PARAM(1) ' F-function IF a@ = 0 THEN RETURN (1) ' memoize the solution IF @(a@) < 0 THEN @(a@) = a@ - FUNC(_m(FUNC(_f(a@ - 1)))) RETURN (@(a@)) ' return array element     _m PARAM(1) ' M-function IF a@ = 0 THEN RETURN (0) ' memoize the solution IF @(a@+100) < 0 THEN @(a@+100) = a@ - FUNC(_f(FUNC(_m(a@ - 1)))) RETURN (@(a@+100)) ' return array element
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#OCaml
OCaml
let () = let max = 12 in let fmax = float_of_int max in   let dgts = int_of_float (ceil (log10 (fmax *. fmax))) in let fmt = Printf.printf " %*d" dgts in let fmt2 = Printf.printf "%*s%c" dgts in   fmt2 "" 'x'; for i = 1 to max do fmt i done; print_string "\n\n";   for j = 1 to max do fmt j; for i = 1 to pred j do fmt2 "" ' '; done; for i = j to max do fmt (i*j); done; print_newline() done; print_newline()
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#Ada
Ada
with Ada.Numerics.Discrete_Random; with Ada.Text_IO;   procedure Minesweeper is package IO renames Ada.Text_IO; package Nat_IO is new IO.Integer_IO (Natural); package Nat_RNG is new Ada.Numerics.Discrete_Random (Natural);   type Stuff is (Empty, Mine); type Field is record Contents : Stuff  := Empty; Opened  : Boolean := False; Marked  : Boolean := False; end record; type Grid is array (Positive range <>, Positive range <>) of Field;   -- counts how many mines are in the surrounding fields function Mines_Nearby (Item : Grid; X, Y : Positive) return Natural is Result : Natural := 0; begin -- left of X:Y if X > Item'First (1) then -- above X-1:Y if Y > Item'First (2) then if Item (X - 1, Y - 1).Contents = Mine then Result := Result + 1; end if; end if; -- X-1:Y if Item (X - 1, Y).Contents = Mine then Result := Result + 1; end if; -- below X-1:Y if Y < Item'Last (2) then if Item (X - 1, Y + 1).Contents = Mine then Result := Result + 1; end if; end if; end if; -- above of X:Y if Y > Item'First (2) then if Item (X, Y - 1).Contents = Mine then Result := Result + 1; end if; end if; -- below of X:Y if Y < Item'Last (2) then if Item (X, Y + 1).Contents = Mine then Result := Result + 1; end if; end if; -- right of X:Y if X < Item'Last (1) then -- above X+1:Y if Y > Item'First (2) then if Item (X + 1, Y - 1).Contents = Mine then Result := Result + 1; end if; end if; -- X+1:Y if Item (X + 1, Y).Contents = Mine then Result := Result + 1; end if; -- below X+1:Y if Y < Item'Last (2) then if Item (X + 1, Y + 1).Contents = Mine then Result := Result + 1; end if; end if; end if; return Result; end Mines_Nearby;   -- outputs the grid procedure Put (Item : Grid) is Mines : Natural := 0; begin IO.Put (" "); for X in Item'Range (1) loop Nat_IO.Put (Item => X, Width => 3); end loop; IO.New_Line; IO.Put (" +"); for X in Item'Range (1) loop IO.Put ("---"); end loop; IO.Put ('+'); IO.New_Line; for Y in Item'Range (2) loop Nat_IO.Put (Item => Y, Width => 3); IO.Put ('|'); for X in Item'Range (1) loop if Item (X, Y).Opened then if Item (X, Y).Contents = Empty then if Item (X, Y).Marked then IO.Put (" - "); else Mines := Mines_Nearby (Item, X, Y); if Mines > 0 then Nat_IO.Put (Item => Mines, Width => 2); IO.Put (' '); else IO.Put (" "); end if; end if; else if Item (X, Y).Marked then IO.Put (" + "); else IO.Put (" X "); end if; end if; elsif Item (X, Y).Marked then IO.Put (" ? "); else IO.Put (" . "); end if; end loop; IO.Put ('|'); IO.New_Line; end loop; IO.Put (" +"); for X in Item'Range (1) loop IO.Put ("---"); end loop; IO.Put ('+'); IO.New_Line; end Put;   -- marks a field as possible bomb procedure Mark (Item : in out Grid; X, Y : in Positive) is begin if Item (X, Y).Opened then IO.Put_Line ("Field already open!"); else Item (X, Y).Marked := not Item (X, Y).Marked; end if; end Mark;   -- clears a field and it's neighbours, if they don't have mines procedure Clear (Item  : in out Grid; X, Y  : in Positive; Killed : out Boolean) is -- clears the neighbours, if they don't have mines procedure Clear_Neighbours (The_X, The_Y : Positive) is begin -- mark current field opened Item (The_X, The_Y).Opened := True; -- only proceed if neighbours don't have mines if Mines_Nearby (Item, The_X, The_Y) = 0 then -- left of X:Y if The_X > Item'First (1) then -- above X-1:Y if The_Y > Item'First (2) then if not Item (The_X - 1, The_Y - 1).Opened and not Item (The_X - 1, The_Y - 1).Marked then Clear_Neighbours (The_X - 1, The_Y - 1); end if; end if; -- X-1:Y if not Item (The_X - 1, The_Y).Opened and not Item (The_X - 1, The_Y).Marked then Clear_Neighbours (The_X - 1, The_Y); end if; -- below X-1:Y if The_Y < Item'Last (2) then if not Item (The_X - 1, The_Y + 1).Opened and not Item (The_X - 1, The_Y + 1).Marked then Clear_Neighbours (The_X - 1, The_Y + 1); end if; end if; end if; -- above X:Y if The_Y > Item'First (2) then if not Item (The_X, The_Y - 1).Opened and not Item (The_X, The_Y - 1).Marked then Clear_Neighbours (The_X, The_Y - 1); end if; end if; -- below X:Y if The_Y < Item'Last (2) then if not Item (The_X, The_Y + 1).Opened and not Item (The_X, The_Y + 1).Marked then Clear_Neighbours (The_X, The_Y + 1); end if; end if; -- right of X:Y if The_X < Item'Last (1) then -- above X+1:Y if The_Y > Item'First (2) then if not Item (The_X + 1, The_Y - 1).Opened and not Item (The_X + 1, The_Y - 1).Marked then Clear_Neighbours (The_X + 1, The_Y - 1); end if; end if; -- X+1:Y if not Item (The_X + 1, The_Y).Opened and not Item (The_X + 1, The_Y).Marked then Clear_Neighbours (The_X + 1, The_Y); end if; -- below X+1:Y if The_Y < Item'Last (2) then if not Item (The_X + 1, The_Y + 1).Opened and not Item (The_X + 1, The_Y + 1).Marked then Clear_Neighbours (The_X + 1, The_Y + 1); end if; end if; end if; end if; end Clear_Neighbours; begin Killed := False; -- only clear closed and unmarked fields if Item (X, Y).Opened then IO.Put_Line ("Field already open!"); elsif Item (X, Y).Marked then IO.Put_Line ("Field already marked!"); else Killed := Item (X, Y).Contents = Mine; -- game over if killed, no need to clear if not Killed then Clear_Neighbours (X, Y); end if; end if; end Clear;   -- marks all fields as open procedure Open_All (Item : in out Grid) is begin for X in Item'Range (1) loop for Y in Item'Range (2) loop Item (X, Y).Opened := True; end loop; end loop; end Open_All;   -- counts the number of marks function Count_Marks (Item : Grid) return Natural is Result : Natural := 0; begin for X in Item'Range (1) loop for Y in Item'Range (2) loop if Item (X, Y).Marked then Result := Result + 1; end if; end loop; end loop; return Result; end Count_Marks;   -- read and validate user input procedure Get_Coordinates (Max_X, Max_Y : Positive; X, Y  : out Positive; Valid  : out Boolean) is begin Valid := False; IO.Put ("X: "); Nat_IO.Get (X); IO.Put ("Y: "); Nat_IO.Get (Y); Valid := X > 0 and X <= Max_X and Y > 0 and Y <= Max_Y; exception when Constraint_Error => Valid := False; end Get_Coordinates;   -- randomly place bombs procedure Set_Bombs (Item : in out Grid; Max_X, Max_Y, Count : Positive) is Generator : Nat_RNG.Generator; X, Y  : Positive; begin Nat_RNG.Reset (Generator); for I in 1 .. Count loop Placement : loop X := Nat_RNG.Random (Generator) mod Max_X + 1; Y := Nat_RNG.Random (Generator) mod Max_Y + 1; -- redo placement if X:Y already full if Item (X, Y).Contents = Empty then Item (X, Y).Contents := Mine; exit Placement; end if; end loop Placement; end loop; end Set_Bombs;   Width, Height : Positive;   begin -- can be dynamically set Width  := 6; Height := 4; declare The_Grid : Grid (1 .. Width, 1 .. Height); -- 20% bombs Bomb_Count  : Positive := Width * Height * 20 / 100; Finished  : Boolean  := False; Action  : Character; Chosen_X, Chosen_Y : Positive; Valid_Entry  : Boolean; begin IO.Put ("Nr. Bombs: "); Nat_IO.Put (Item => Bomb_Count, Width => 0); IO.New_Line; Set_Bombs (Item => The_Grid, Max_X => Width, Max_Y => Height, Count => Bomb_Count); while not Finished and Count_Marks (The_Grid) /= Bomb_Count loop Put (The_Grid); IO.Put ("Input (c/m/r): "); IO.Get (Action); case Action is when 'c' | 'C' => Get_Coordinates (Max_X => Width, Max_Y => Height, X => Chosen_X, Y => Chosen_Y, Valid => Valid_Entry); if Valid_Entry then Clear (Item => The_Grid, X => Chosen_X, Y => Chosen_Y, Killed => Finished); if Finished then IO.Put_Line ("You stepped on a mine!"); end if; else IO.Put_Line ("Invalid input, retry!"); end if; when 'm' | 'M' => Get_Coordinates (Max_X => Width, Max_Y => Height, X => Chosen_X, Y => Chosen_Y, Valid => Valid_Entry); if Valid_Entry then Mark (Item => The_Grid, X => Chosen_X, Y => Chosen_Y); else IO.Put_Line ("Invalid input, retry!"); end if; when 'r' | 'R' => Finished := True; when others => IO.Put_Line ("Invalid input, retry!"); end case; end loop; Open_All (The_Grid); IO.Put_Line ("Solution: (+ = correctly marked, - = incorrectly marked)"); Put (The_Grid); end; end Minesweeper;
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#C.2B.2B
C++
#include <iostream> #include <vector>   __int128 imax(__int128 a, __int128 b) { if (a > b) { return a; } return b; }   __int128 ipow(__int128 b, __int128 n) { if (n == 0) { return 1; } if (n == 1) { return b; }   __int128 res = b; while (n > 1) { res *= b; n--; } return res; }   __int128 imod(__int128 m, __int128 n) { __int128 result = m % n; if (result < 0) { result += n; } return result; }   bool valid(__int128 n) { if (n < 0) { return false; } while (n > 0) { int r = n % 10; if (r > 1) { return false; } n /= 10; } return true; }   __int128 mpm(const __int128 n) { if (n == 1) { return 1; }   std::vector<__int128> L(n * n, 0); L[0] = 1; L[1] = 1;   __int128 m, k, r, j; m = 0; while (true) { m++; if (L[(m - 1) * n + imod(-ipow(10, m), n)] == 1) { break; } L[m * n + 0] = 1; for (k = 1; k < n; k++) { L[m * n + k] = imax(L[(m - 1) * n + k], L[(m - 1) * n + imod(k - ipow(10, m), n)]); } }   r = ipow(10, m); k = imod(-r, n);   for (j = m - 1; j >= 1; j--) { if (L[(j - 1) * n + k] == 0) { r = r + ipow(10, j); k = imod(k - ipow(10, j), n); } }   if (k == 1) { r++; } return r / n; }   std::ostream& operator<<(std::ostream& os, __int128 n) { char buffer[64]; // more then is needed, but is nice and round; int pos = (sizeof(buffer) / sizeof(char)) - 1; bool negative = false;   if (n < 0) { negative = true; n = -n; }   buffer[pos] = 0; while (n > 0) { int rem = n % 10; buffer[--pos] = rem + '0'; n /= 10; } if (negative) { buffer[--pos] = '-'; } return os << &buffer[pos]; }   void test(__int128 n) { __int128 mult = mpm(n); if (mult > 0) { std::cout << n << " * " << mult << " = " << (n * mult) << '\n'; } else { std::cout << n << "(no solution)\n"; } }   int main() { int i;   // 1-10 (inclusive) for (i = 1; i <= 10; i++) { test(i); } // 95-105 (inclusive) for (i = 95; i <= 105; i++) { test(i); } test(297); test(576); test(594); // needs a larger number type (64 bits signed) test(891); test(909); test(999); // needs a larger number type (87 bits signed)   // optional test(1998); test(2079); test(2251); test(2277);   // stretch test(2439); test(2997); test(4878);   return 0; }
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Dc
Dc
2988348162058574136915891421498819466320163312926952423791023078876139 2351399303373464486466122544523690094744975233415544072992656881240319 10 40^|p
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Delphi
Delphi
  program Modular_exponentiation;   {$APPTYPE CONSOLE}   uses System.SysUtils, Velthuis.BigIntegers;   var a, b, m: BigInteger;   begin a := BigInteger.Parse('2988348162058574136915891421498819466320163312926952423791023078876139'); b := BigInteger.Parse('2351399303373464486466122544523690094744975233415544072992656881240319'); m := BigInteger.Pow(10, 40); Writeln(BigInteger.ModPow(a, b, m).ToString); readln; end.
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#jq
jq
def assert($e; $msg): if $e then . else "assertion violation @ \($msg)" | error end;   def is_integer: type=="number" and floor == .;   # To take advantage of gojq's arbitrary-precision integer arithmetic: def power($b): . as $in | reduce range(0;$b) as $i (1; . * $in);  
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Julia
Julia
struct Modulo{T<:Integer} <: Integer val::T mod::T Modulo(n::T, m::T) where T = new{T}(mod(n, m), m) end modulo(n::Integer, m::Integer) = Modulo(promote(n, m)...)   Base.show(io::IO, md::Modulo) = print(io, md.val, " (mod $(md.mod))") Base.convert(::Type{T}, md::Modulo) where T<:Integer = convert(T, md.val) Base.copy(md::Modulo{T}) where T = Modulo{T}(md.val, md.mod)   Base.:+(md::Modulo) = copy(md) Base.:-(md::Modulo) = Modulo(md.mod - md.val, md.mod) for op in (:+, :-, :*, :÷, :^) @eval function Base.$op(a::Modulo, b::Integer) val = $op(a.val, b) return Modulo(mod(val, a.mod), a.mod) end @eval Base.$op(a::Integer, b::Modulo) = $op(b, a) @eval function Base.$op(a::Modulo, b::Modulo) if a.mod != b.mod throw(InexactError()) end val = $op(a.val, b.val) return Modulo(mod(val, a.mod), a.mod) end end   f(x) = x ^ 100 + x + 1 @show f(modulo(10, 13))
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Prolog
Prolog
main:- between(1, 40, N), min_mult_dsum(N, M), writef('%6r', [M]), (0 is N mod 10 -> nl ; true), fail. main.   min_mult_dsum(N, M):- min_mult_dsum(N, 1, M).   min_mult_dsum(N, M, M):- P is M * N, digit_sum(P, N), !. min_mult_dsum(N, K, M):- L is K + 1, min_mult_dsum(N, L, M).   digit_sum(N, Sum):- digit_sum(N, Sum, 0).   digit_sum(N, Sum, S1):- N < 10, !, Sum is S1 + N. digit_sum(N, Sum, S1):- divmod(N, 10, M, Digit), S2 is S1 + Digit, digit_sum(M, Sum, S2).
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Phix
Phix
with javascript_semantics sequence cache = {}, ckeys = {} function ms21(integer n, sequence ds) integer cdx = find(ds,ckeys) if cdx=0 then ckeys = append(ckeys,ds) cache = append(cache,{{}}) cdx = length(cache) end if for i=length(cache[cdx])+1 to n do integer ms = n+2 sequence steps = {} for j=1 to length(ds) do -- (d then s) for k=1 to length(ds[j]) do integer dsk = ds[j][k], ok = iff(j=1?remainder(i,dsk)=0:i>dsk) if ok then integer m = iff(j=1?i/dsk:i-dsk), l = length(cache[cdx][m])+1 if ms>l then ms = l string step = sprintf("%s%d -> %d",{"/-"[j],dsk,m}) steps = prepend(deep_copy(cache[cdx][m]),step) end if end if end for end for if steps = {} then ?9/0 end if cache[cdx] = append(cache[cdx],steps) end for return cache[cdx][n] end function procedure show10(sequence ds) printf(1,"\nWith divisors %v and subtractors %v:\n",ds) for n=1 to 10 do sequence steps = ms21(n,ds) integer ns = length(steps) string ps = iff(ns=1?"":"s"), eg = iff(ns=0?"":", eg "&join(steps,",")) printf(1,"%2d takes %d step%s%s\n",{n,ns,ps,eg}) end for end procedure procedure maxsteps(sequence ds, integer lim) integer ms = -1, ls sequence mc = {}, steps, args for n=1 to lim do steps = ms21(n,ds) ls = length(steps) if ls>ms then ms = ls mc = {n} elsif ls=ms then mc &= n end if end for integer lm = length(mc) string {are,ps,ns} = iff(lm=1?{"is","","s"}:{"are","s",""}) args = { are,lm, ps, lim, ns,ms, shorten(mc,"",3)} printf(1,"There %s %d number%s below %d that require%s %d steps: %v\n",args) end procedure show10({{2,3},{1}}) maxsteps({{2,3},{1}},2000) maxsteps({{2,3},{1}},20000) maxsteps({{2,3},{1}},50000) show10({{2,3},{2}}) maxsteps({{2,3},{2}},2000) maxsteps({{2,3},{2}},20000) maxsteps({{2,3},{2}},50000)
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#Visual_Basic
Visual Basic
'N-queens problem - non recursive & structured - vb6 - 25/02/2017 Sub n_queens() Const l = 15 'number of queens Const b = False 'print option Dim a(l), s(l), u(4 * l - 2) Dim n, m, i, j, p, q, r, k, t, z For i = 1 To UBound(a): a(i) = i: Next i For n = 1 To l m = 0 i = 1 j = 0 r = 2 * n - 1 Do i = i - 1 j = j + 1 p = 0 q = -r Do i = i + 1 u(p) = 1 u(q + r) = 1 z = a(j): a(j) = a(i): a(i) = z 'Swap a(i), a(j) p = i - a(i) + n q = i + a(i) - 1 s(i) = j j = i + 1 Loop Until j > n Or u(p) Or u(q + r) If u(p) = 0 Then If u(q + r) = 0 Then m = m + 1 'm: number of solutions If b Then Debug.Print "n="; n; "m="; m For k = 1 To n For t = 1 To n Debug.Print IIf(a(n - k + 1) = t, "Q", "."); Next t Debug.Print Next k End If End If End If j = s(i) Do While j >= n And i <> 0 Do z = a(j): a(j) = a(i): a(i) = z 'Swap a(i), a(j) j = j - 1 Loop Until j < i i = i - 1 p = i - a(i) + n q = i + a(i) - 1 j = s(i) u(p) = 0 u(q + r) = 0 Loop Loop Until i = 0 Debug.Print n, m 'number of queens, number of solutions Next n End Sub 'n_queens
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#UNIX_Shell
UNIX Shell
M() { local n n=$1 if [[ $n -eq 0 ]]; then echo -n 0 else echo -n $(( n - $(F $(M $((n-1)) ) ) )) fi }   F() { local n n=$1 if [[ $n -eq 0 ]]; then echo -n 1 else echo -n $(( n - $(M $(F $((n-1)) ) ) )) fi }   for((i=0; i < 20; i++)); do F $i echo -n " " done echo for((i=0; i < 20; i++)); do M $i echo -n " " done echo
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#PARI.2FGP
PARI/GP
for(y=1,12,printf("%2Ps| ",y);for(x=1,12,print1(if(y>x,"",x*y)"\t"));print)
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#AutoHotkey
AutoHotkey
; Minesweeper.ahk - v1.0.6 ; (c) Dec 28, 2008 by derRaphael ; Licensed under the Terms of EUPL 1.0 ; Modded by Sobriquet and re-licenced as CeCILL v2 ; Modded (again) by Sobriquet and re-licenced as GPL v1.3   #NoEnv #NoTrayIcon SetBatchLines,-1 #SingleInstance,Off /* [InGameSettings] */ Level =Beginner Width =9 Height =9 MineMax =10 Marks =1 Color =1 Sound =0 BestTimeBeginner =999 seconds Anonymous BestTimeIntermediate=999 seconds Anonymous BestTimeExpert =999 seconds Anonymous ; above settings are accessed as variables AND modified by IniWrite - be careful BlockSize =16 Title =Minesweeper MineCount =0 mColor =Blue,Green,Red,Purple,Navy,Olive,Maroon,Teal GameOver =0 TimePassed =0   ; Add mines randomly While (MineCount<MineMax) ; loop as long as neccessary { Random,x,1,%Width% ; get random horizontal position Random,y,1,%Height% ; get random vertical position If (T_x%x%y%y%!="M") ; only if not already a mine T_x%x%y%y%:="M" ; assign as mine ,MineCount++ ; keep count }   Gui +OwnDialogs ;Menu,Tray,Icon,C:\WINDOWS\system32\winmine.exe,1 Menu,GameMenu,Add,&New F2,NewGame Menu,GameMenu,Add Menu,GameMenu,Add,&Beginner,LevelMenu Menu,GameMenu,Add,&Intermediate,LevelMenu Menu,GameMenu,Add,&Expert,LevelMenu Menu,GameMenu,Add,&Custom...,CustomMenu Menu,GameMenu,Add Menu,GameMenu,Add,&Marks (?),ToggleMenu Menu,GameMenu,Add,Co&lor,ToggleMenu Menu,GameMenu,Add,&Sound,ToggleMenu Menu,GameMenu,Add Menu,GameMenu,Add,Best &Times...,BestTimesMenu Menu,GameMenu,Add Menu,GameMenu,Add,E&xit,GuiClose Menu,GameMenu,Check,% "&" level . (level="Custom" ? "..." : "") If (Marks) Menu,GameMenu,Check,&Marks (?) If (Color) Menu,GameMenu,Check,Co&lor If (Sound) Menu,GameMenu,Check,&Sound   Menu,HelpMenu,Add,&Contents F1,HelpMenu Menu,HelpMenu,Add,&Search for Help on...,HelpMenu Menu,HelpMenu,Add,Using &Help,HelpMenu Menu,HelpMenu,Add Menu,HelpMenu,Add,&About Minesweeper...,AboutMenu   Menu,MainMenu,Add,&Game,:GameMenu Menu,MainMenu,Add,&Help,:HelpMenu Gui,Menu,MainMenu   Gui,Font,s22,WingDings Gui,Add,Button,% "h31 w31 y13 gNewGame vNewGame x" Width*BlockSize/2-4,K ; J=Smiley / K=Line / L=Frowny / m=Circle Gui,Font,s16 Bold,Arial Gui,Add,Text,% "x13 y14 w45 Border Center vMineCount c" (color ? "Red" : "White"),% SubStr("00" MineCount,-2) ; Remaining mine count Gui,Add,Text,% "x" Width*BlockSize-34 " y14 w45 Border Center vTimer c" (color ? "Red" : "White"),000 ; Timer   ; Buttons Gui,Font,s11,WingDings Loop,% Height ; iterate vertically { y:=A_Index ; remember line Loop,% Width ; set covers { x:=A_Index Gui,Add,Button,% "vB_x" x "y" y " w" BlockSize ; mark variable / width . " h" BlockSize " " (x = 1 ; height / if 1st block ? "x" 12 " y" y*BlockSize+39 ; fix vertical offset : "yp x+0") ; otherwise stay inline /w prev. box } }   ; Show Gui Gui,Show,% "w" ((Width>9 ? Width : 9))*BlockSize+24 " h" Height*BlockSize+68,%Title% OnMessage(0x53,"WM_HELP") ; invoke Help handling for tooltips Return ;--------------------------------------------------------; End of auto-execute section #IfWinActive Minesweeper ahk_class AutoHotkeyGUI ; variable %title% not supported   StartGame(x,y) { Global If (TimePassed) Return If (T_x%x%y%y%="M") ; we'll save you this time { T_x%x%y%y%:="" ; remove this mine Loop,% Height { y:=A_Index Loop,% Width { x:=A_Index If ( T_x%x%y%y%!="M") ; add it to first available non-mine square T_x%x%y%y%:="M" ,break:=1 IfEqual,break,1,Break } IfEqual,break,1,Break } } Loop,% Height ; iterate over height { y:=A_Index Loop,% Width ; iterate over width { x:=A_Index Gui,Font If (T_x%x%y%y%="M") { ; check for mine Gui,Font,s11,WingDings hColor:="Black" ; set color for text } Else { Loop,3 { ; loop over neighbors: three columns vertically ty:=y-2+A_Index ; calculate top offset Loop,3 { ; and three horizontally tx:=x-2+A_Index ; calculate left offset If (T_x%tx%y%ty%="M") ; no mine and inbound T_x%x%y%y%++ ; update hint txt } } Gui,Font,s11 Bold,Courier New Bold If (Color) Loop,Parse,mColor,`, ; find color If (T_x%x%y%y% = A_Index) { ; hinttxt to color hColor:=A_LoopField ; set color for text Break } Else hColor:="Black" } Gui,Add,Text,% "c" hColor " Border +Center vT_x" x "y" y ; set color / variable . " w" BlockSize " h" BlockSize " " (x = 1 ; width / height / if 1st block ? "x" 12 " y" y*BlockSize+39 ; fix vertical position : "yp x+0") ; otherwise align to previous box ,% T_x%x%y%y% ; M is WingDings for mine GuiControl,Hide,T_x%x%y%y% } } GuiControl,,Timer,% "00" . TimePassed:=1 SetTimer,UpdateTimer,1000 ; start timer If (Sound) SoundPlay,C:\WINDOWS\media\chord.wav }   GuiSize: If (TimePassed) SetTimer,UpdateTimer,On ; for cheat below Return   UpdateTimer: ; timer GuiControl,,Timer,% (++TimePassed < 999) ? SubStr("00" TimePassed,-2) : 999 If (Sound) SoundPlay,C:\WINDOWS\media\chord.wav Return   Check(x,y){ Global If (GameOver || B_x%x%y%y% != "" ; the game is over / prevent click on flagged squares and already-opened squares || x<1 || x>Width || y<1 || y>Height) ; do not check neighbor on illegal squares Return If (T_x%x%y%y%="") { ; empty field? CheckNeighbor(x,y) ; uncover it and any neighbours } Else If (T_x%x%y%y% != "M") { ; no Mine, ok? GuiControl,Hide,B_x%x%y%y% ; hide covering button GuiControl,Show,T_x%x%y%y% B_x%x%y%y%:=1 ; remember we been here UpdateChecks() } Else { ; ewww ... it's a mine! SetTimer,UpdateTimer,Off ; kill timer GuiControl,,T_x%x%y%y%,N ; set to Jolly Roger=N to mark death location GuiControl,,NewGame,L ; set Smiley Btn to Frown=L RevealAll() If (Sound) ; do we sound? If (FileExist("C:\Program Files\Microsoft Office\Office12\MEDIA\Explode.wav")) SoundPlay,C:\Program Files\Microsoft Office\Office12\MEDIA\Explode.wav Else SoundPlay,C:\WINDOWS\Media\notify.wav } }   CheckNeighbor(x,y) { ; This function checks neighbours of the clicked Global ; field and uncovers empty fields plus adjacent hint fields If (GameOver || B_x%x%y%y%!="") Return GuiControl,Hide,B_x%x%y%y% ; uncover it GuiControl,Show,T_x%x%y%y% B_x%x%y%y%:=1 ; remember it UpdateChecks() If (T_x%x%y%y%!="") ; is neighbour an nonchecked 0 value field? Return If (y-1>=1) ; check upper neighbour CheckNeighbor(x,y-1) If (y+1<=Height) ; check lower neighbour CheckNeighbor(x,y+1) If (x-1>=1) ; check left neighbour CheckNeighbor(x-1,y) If (x+1<=Width) ; check right neighbour CheckNeighbor(x+1,y) If (x-1>=1 && y-1>=1) ; check corner neighbour CheckNeighbor(x-1,y-1) If (x-1>=1 && y+1<=Height) ; check corner neighbour CheckNeighbor(x-1,y+1) If (x+1<=Width && y-1>=1) ; check corner neighbour CheckNeighbor(x+1,y-1) If (x+1<=Width && y+1<=Height) ; check corner neighbour CheckNeighbor(x+1,y+1) }   UpdateChecks() { Global MineCount:=MineMax, Die1:=Die2:=0 Loop,% Height { y:=A_Index Loop,% Width { x:=A_Index If (B_x%x%y%y%="O") MineCount-- If (T_x%x%y%y%="M" && B_x%x%y%y%!="O") || (T_x%x%y%y%!="M" && B_x%x%y%y%="O") Die1++ If (B_x%x%y%y%="" && T_x%x%y%y%!="M") Die2++ } } GuiControl,,MineCount,% SubStr("00" MineCount,-2) If (Die1 && Die2) Return ; only get past here if flags+untouched squares match mines perfectly SetTimer,UpdateTimer,Off ; game won - kill timer GuiControl,,NewGame,J ; set Smiley Btn to Smile=J RevealAll() If (Sound) ; play sound SoundPlay,C:\WINDOWS\Media\tada.wav If (level!="Custom" && TimePassed < SubStr(BestTime%level%,1,InStr(BestTime%level%," ")-1) ) { InputBox,name,Congratulations!,You have the fastest time`nfor level %level%.`nPlease enter your name.`n,,,,,,,,%A_UserName% If (name && !ErrorLevel) { BestTime%level%:=%TimePassed% seconds %name% IniWrite,BestTime%level%,%A_ScriptFullPath%,InGameSettings,BestTime%level% } } }   RevealAll(){ Global Loop,% Height ; uncover all { y:=A_Index Loop,% Width { x:=A_Index If(T_x%x%y%y%="M") { GuiControl,Hide,B_x%x%y%y% GuiControl,Show,T_x%x%y%y% } } } GameOver:=True ; remember the game's over to block clicks }   ~F2::NewGame() NewGame(){ NewGame: Reload ExitApp }   LevelMenu: If (A_ThisMenuItem="&Beginner") level:="Beginner", Width:=9, Height:=9, MineMax:=10 Else If (A_ThisMenuItem="&Intermediate") level:="Intermediate", Width:=16, Height:=16, MineMax:=40 Else If (A_ThisMenuItem="&Expert") level:="Expert", Width:=30, Height:=16, MineMax:=99 IniWrite,%level%,%A_ScriptFullPath%,InGameSettings,level IniWrite,%Width%,%A_ScriptFullPath%,InGameSettings,Width IniWrite,%Height%,%A_ScriptFullPath%,InGameSettings,Height IniWrite,%MineMax%,%A_ScriptFullPath%,InGameSettings,MineMax IniWrite,%Marks%,%A_ScriptFullPath%,InGameSettings,Marks IniWrite,%Sound%,%A_ScriptFullPath%,InGameSettings,Sound IniWrite,%Color%,%A_ScriptFullPath%,InGameSettings,Color NewGame() Return   CustomMenu: ; label for setting window Gui,2:+Owner1 ; make Gui#2 owned by gameWindow Gui,2:Default ; set to default Gui,1:+Disabled ; disable gameWindow Gui,-MinimizeBox +E0x00000400 Gui,Add,Text,x15 y36 w38 h16,&Height: Gui,Add,Edit,Number x60 y33 w38 h20 vHeight HwndHwndHeight,%Height% ; use inGame settings Gui,Add,Text,x15 y60 w38 h16,&Width: Gui,Add,Edit,Number x60 y57 w38 h20 vWidth HwndHwndWidth,%Width% Gui,Add,Text,x15 y85 w38 h16,&Mines: Gui,Add,Edit,Number x60 y81 w38 h20 vMineMax HwndHwndMines,%MineMax% Gui,Add,Button,x120 y33 w60 h26 Default HwndHwndOK,OK Gui,Add,Button,x120 y75 w60 h26 g2GuiClose HwndHwndCancel,Cancel ; jump directly to 2GuiClose label Gui,Show,w195 h138,Custom Field Return   2ButtonOK: ; label for OK button in settings window Gui,2:Submit,NoHide level:="Custom" MineMax:=MineMax<10 ? 10 : MineMax>((Width-1)*(Height-1)) ? ((Width-1)*(Height-1)) : MineMax Width:=Width<9 ? 9 : Width>30 ? 30 : Width Height:=Height<9 ? 9 : Height>24 ? 24 : Height GoSub,LevelMenu Return   2GuiClose: 2GuiEscape: Gui,1:-Disabled ; reset GUI status and destroy setting window Gui,1:Default Gui,2:Destroy Return   ToggleMenu: Toggle:=RegExReplace(RegExReplace(A_ThisMenuItem,"\s.*"),"&") temp:=%Toggle% %Toggle%:=!%Toggle% Menu,GameMenu,ToggleCheck,%A_ThisMenuItem% IniWrite,% %Toggle%,%A_ScriptFullPath%,InGameSettings,%Toggle% Return   BestTimesMenu: Gui,3:+Owner1 Gui,3:Default Gui,1:+Disabled Gui,-MinimizeBox +E0x00000400 Gui,Add,Text,x15 y22 w250 vBestTimeBeginner HwndHwndBTB,Beginner: %BestTimeBeginner% Gui,Add,Text,x15 y38 w250 vBestTimeIntermediate HwndHwndBTI,Intermediate: %BestTimeIntermediate% Gui,Add,Text,x15 y54 w250 vBestTimeExpert HwndHwndBTE,Expert: %BestTimeExpert% Gui,Add,Button,x38 y89 w75 h20 HwndHwndRS,&Reset Scores Gui,Add,Button,x173 y89 w45 h20 Default HwndHwndOK,OK Gui,Show,w255 h122,Fastest Mine Sweepers Return   3ButtonResetScores: BestTimeBeginner =999 seconds Anonymous BestTimeIntermediate=999 seconds Anonymous BestTimeExpert =999 seconds Anonymous GuiControl,,BestTimeBeginner,Beginner: %BestTimeBeginner%`nIntermediate: %BestTimeIntermediate%`nExpert: %BestTimeExpert% GuiControl,,BestTimeIntermediate,Intermediate: %BestTimeIntermediate%`nExpert: %BestTimeExpert% GuiControl,,BestTimeExpert,Expert: %BestTimeExpert% IniWrite,%BestTimeBeginner%,%A_ScriptFullPath%,InGameSettings,BestTimeBeginner IniWrite,%BestTimeIntermediate%,%A_ScriptFullPath%,InGameSettings,BestTimeIntermediate IniWrite,%BestTimeExpert%,%A_ScriptFullPath%,InGameSettings,BestTimeExpert 3GuiEscape: ; fall through: 3GuiClose: 3ButtonOK: Gui,1:-Disabled ; reset GUI status and destroy setting window Gui,1:Default Gui,3:Destroy Return   ^q:: GuiClose: ExitApp   HelpMenu: ;Run C:\WINDOWS\Help\winmine.chm Return   AboutMenu: Msgbox,64,About Minesweeper,AutoHotkey (r) Minesweeper`nVersion 1.0.6`nCopyright (c) 2014`nby derRaphael and Sobriquet Return   ~LButton:: ~!LButton:: ~^LButton:: ~#LButton:: Tooltip If (GetKeyState("RButton","P")) Return If A_OSVersion not in WIN_2003,WIN_XP,WIN_2000,WIN_NT4,WIN_95,WIN_98,WIN_ME If(A_PriorHotkey="~*LButton Up" && A_TimeSincePriorHotkey<100) GoTo,*MButton Up ; invoke MButton handling for autofill on left double-click in vista+ If (GameOver) Return MouseGetPos,,y If (y>47) GuiControl,,NewGame,m Return   ~*LButton Up:: If (GetKeyState("RButton","P")) GoTo,*MButton Up If (GameOver) Return GuiControl,,NewGame,K control:=GetControlFromClassNN(), NumX:=NumY:=0 RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<Y>\d+)",Num) ; get Position StartGame(NumX,NumY) ; start game if neccessary Check(NumX,NumY) Return   +LButton:: *MButton:: Tooltip If (GameOver) Return MouseGetPos,,y If (y>47) GuiControl,,NewGame,m Return   +LButton Up:: *MButton Up:: If (GameOver) Return GuiControl,,NewGame,K StartGame(NumX,NumY) ; start game if neccessary If (GetKeyState("Esc","P")) { SetTimer,UpdateTimer,Off Return } control:=GetControlFromClassNN(), NumX:=NumY:=0 RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<y>\d+)",Num) If ( !NumX || !NumY || B_x%NumX%y%NumY%!=1) Return temp:=0 Loop,3 { ; loop over neighbors: three columns vertically ty:=NumY-2+A_Index ; calculate top offset Loop,3 { ; and three horizontally tx:=NumX-2+A_Index ; calculate left offset If (B_x%tx%y%ty% = "O") ; count number of marked mines around position temp++ } } If (temp=T_x%NumX%y%NumY%) Loop,3 { ; loop over neighbors: three columns vertically ty:=NumY-2+A_Index ; calculate top offset Loop,3 { ; and three horizontally tx:=NumX-2+A_Index ; calculate left offset Check(tx,ty) ; simulate user clicking on each surrounding square } } Return   ~*RButton:: If (GameOver || GetKeyState("LButton","P")) Return control:=GetControlFromClassNN(), NumX:=NumY:=0 RegExMatch(control,"Si)T_x(?P<X>\d+)y(?P<y>\d+)",Num) ; grab 'em If ( !NumX || !NumY || B_x%NumX%y%NumY%=1) Return StartGame(NumX,NumY) ; start counter if neccessary B_x%NumX%y%NumY%:=(B_x%NumX%y%NumY%="" ? "O" : (B_x%NumX%y%NumY%="O" && Marks=1 ? "I" : "")) GuiControl,,B_x%NumX%y%NumY%,% B_x%NumX%y%NumY% UpdateChecks() Return   ~*RButton Up:: If (GetKeyState("LButton","P")) GoTo,*MButton Up Return   GetControlFromClassNN(){ Global width MouseGetPos,,,,control If (SubStr(control,1,6)="Button") NumX:=mod(SubStr(control,7)-2,width)+1,NumY:=(SubStr(control,7)-2)//width+1 Else If (SubStr(control,1,6)="Static") NumX:=mod(SubStr(control,7)-3,width)+1,NumY:=(SubStr(control,7)-3)//width+1 Return "T_x" NumX "y" NumY }   WM_HELP(_,_lphi) { Global hItemHandle:=NumGet(_lphi+0,12) If (hItemHandle=HwndBTB || hItemHandle=HwndBTI || hItemHandle=HwndBTE) ToolTip Displays a player's best game time`, and the player's name`, for`neach level of play: Beginner`, Intermediate`, and Expert. Else If (hItemHandle=HwndRS) ToolTip Click to clear the current high scores. Else If (hItemHandle=HwndOK) ToolTip Closes the dialog box and saves any changes you`nhave made. Else If (hItemHandle=HwndCancel) ToolTip Closes the dialog box without saving any changes you have`nmade. Else If (hItemHandle=HwndHeight) ToolTip Specifies the number of vertical squares on the`nplaying field. Else If (hItemHandle=HwndWidth) ToolTip Specifies the number of horizontal squares on the`nplaying field. Else If (hItemHandle=HwndMines) ToolTip Specifies the number of mines to be placed on the`nplaying field. }   :*?B0:xyzzy:: ; cheat KeyWait,Shift,D T1 ; 1 sec grace period to press shift If (ErrorLevel) Return While,GetKeyState("Shift","P") { control:=GetControlFromClassNN() If (%control% = "M") SplashImage,,B X0 Y0 W1 H1 CW000000 ; black pixel Else SplashImage,,B X0 Y0 W1 H1 CWFFFFFF ; white pixel Sleep 100 } SplashImage,Off Return   /* Version History ================= Dec 29, 2008 1.0.0 Initial Release 1.0.1 BugFix - Game Restart Issues mentioned by Frankie - Guess count fixup I - Startbehaviour of game (time didnt start when 1st click was RMB Guess) Dec 30, 2008 1.0.2 BugFix - Field Size Control vs Max MineCount / mentioned by °digit° / IsNull 1.0.3 BugFix - Guess count fixup II mentioned by °digit° - Corrected count when 'guessed' field uncovered Dec 31, 2008 1.0.4 BugFix - Fix of Min Field & MineSettings Mar 7, 2014 1.0.5 AddFeatures - Make appearance more like original - Make first click always safe - Re-license as CeCILL v2 Mar 8, 2014 1.0.6 AddFeatures - Add cheat code - Add middle-button shortcut - Re-license as GPL 1.3 */
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#D
D
import std.algorithm; import std.array; import std.bigint; import std.range; import std.stdio;   void main() { foreach (n; chain(iota(1, 11), iota(95, 106), only(297, 576, 594, 891, 909, 999, 1998, 2079, 2251, 2277, 2439, 2997, 4878))) { auto result = getA004290(n); writefln("A004290(%d) = %s = %s * %s", n, result, n, result / n); } }   BigInt getA004290(int n) { if (n == 1) { return BigInt(1); } auto L = uninitializedArray!(int[][])(n, n); foreach (i; 2..n) { L[0][i] = 0; } L[0][0] = 1; L[0][1] = 1; int m = 0; BigInt ten = 10; BigInt nBi = n; while (true) { m++; if (L[m - 1][mod(-(ten ^^ m), nBi).toInt] == 1) { break; } L[m][0] = 1; foreach (k; 1..n) { L[m][k] = max(L[m - 1][k], L[m - 1][mod(BigInt(k) - (ten ^^ m), nBi).toInt]); } } auto r = ten ^^ m; auto k = mod(-r, nBi); foreach_reverse (j; 1 .. m) { assert(j != m); if (L[j - 1][k.toInt] == 0) { r += ten ^^ j; k = mod(k - (ten ^^ j), nBi); } } if (k == 1) { r++; } return r; }   BigInt mod(BigInt m, BigInt n) { auto result = m % n; if (result < 0) { result += n; } return result; }
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#EchoLisp
EchoLisp
  (lib 'bigint)   (define a 2988348162058574136915891421498819466320163312926952423791023078876139) (define b 2351399303373464486466122544523690094744975233415544072992656881240319) (define m 1e40)   (powmod a b m) → 1527229998585248450016808958343740453059   ;; powmod is a native function ;; it could be defined as follows :   (define (xpowmod base exp mod) (define result 1) (while ( !zero? exp) (when (odd? exp) (set! result (% (* result base) mod))) (/= exp 2) (set! base (% (* base base) mod))) result)   (xpowmod a b m) → 1527229998585248450016808958343740453059  
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Emacs_Lisp
Emacs Lisp
(let ((a "2988348162058574136915891421498819466320163312926952423791023078876139") (b "2351399303373464486466122544523690094744975233415544072992656881240319")) ;; "$ ^ $$ mod (10 ^ 40)" performs modular exponentiation. ;; "unpack(-5, x)_1" unpacks the integer from the modulo form. (message "%s" (calc-eval "unpack(-5, $ ^ $$ mod (10 ^ 40))_1" nil a b)))
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Kotlin
Kotlin
// version 1.1.3   interface Ring<T> { operator fun plus(other: Ring<T>): Ring<T> operator fun times(other: Ring<T>): Ring<T> val value: Int val one: Ring<T> }   fun <T> Ring<T>.pow(p: Int): Ring<T> { require(p >= 0) var pp = p var pwr = this.one while (pp-- > 0) pwr *= this return pwr }   class ModInt(override val value: Int, val modulo: Int): Ring<ModInt> {   override operator fun plus(other: Ring<ModInt>): ModInt { require(other is ModInt && modulo == other.modulo) return ModInt((value + other.value) % modulo, modulo) }   override operator fun times(other: Ring<ModInt>): ModInt { require(other is ModInt && modulo == other.modulo) return ModInt((value * other.value) % modulo, modulo) }   override val one get() = ModInt(1, modulo)   override fun toString() = "ModInt($value, $modulo)" }   fun <T> f(x: Ring<T>): Ring<T> = x.pow(100) + x + x.one   fun main(args: Array<String>) { val x = ModInt(10, 13) val y = f(x) println("x ^ 100 + x + 1 for x == ModInt(10, 13) is $y") }
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Python
Python
'''A131382'''   from itertools import count, islice     # a131382 :: [Int] def a131382(): '''An infinite series of the terms of A131382''' return ( elemIndex(x)( productDigitSums(x) ) for x in count(1) )     # productDigitSums :: Int -> [Int] def productDigitSums(n): '''The sum of the decimal digits of n''' return (digitSum(n * x) for x in count(0))     # ------------------------- TEST ------------------------- # main :: IO () def main(): '''First 40 terms of A131382'''   print( table(10)([ str(x) for x in islice( a131382(), 40 ) ]) )     # ----------------------- GENERIC ------------------------   # chunksOf :: Int -> [a] -> [[a]] def chunksOf(n): '''A series of lists of length n, subdividing the contents of xs. Where the length of xs is not evenly divisible, the final list will be shorter than n. ''' def go(xs): return ( xs[i:n + i] for i in range(0, len(xs), n) ) if 0 < n else None return go     # digitSum :: Int -> Int def digitSum(n): '''The sum of the digital digits of n. ''' return sum(int(x) for x in list(str(n)))     # elemIndex :: a -> [a] -> (None | Int) def elemIndex(x): '''Just the first index of x in xs, or None if no elements match. ''' def go(xs): try: return next( i for i, v in enumerate(xs) if x == v ) except StopIteration: return None return go     # table :: Int -> [String] -> String def table(n): '''A list of strings formatted as right-justified rows of n columns. ''' def go(xs): w = len(xs[-1]) return '\n'.join( ' '.join(row) for row in chunksOf(n)([ s.rjust(w, ' ') for s in xs ]) ) return go     # MAIN --- if __name__ == '__main__': main()
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Python
Python
  from functools import lru_cache     #%%   DIVS = {2, 3} SUBS = {1}   class Minrec(): "Recursive, memoised minimised steps to 1"   def __init__(self, divs=DIVS, subs=SUBS): self.divs, self.subs = divs, subs   @lru_cache(maxsize=None) def _minrec(self, n): "Recursive, memoised" if n == 1: return 0, ['=1'] possibles = {} for d in self.divs: if n % d == 0: possibles[f'/{d}=>{n // d:2}'] = self._minrec(n // d) for s in self.subs: if n > s: possibles[f'-{s}=>{n - s:2}'] = self._minrec(n - s) thiskind, (count, otherkinds) = min(possibles.items(), key=lambda x: x[1]) ret = 1 + count, [thiskind] + otherkinds return ret   def __call__(self, n): "Recursive, memoised" ans = self._minrec(n)[1][:-1] return len(ans), ans     if __name__ == '__main__': for DIVS, SUBS in [({2, 3}, {1}), ({2, 3}, {2})]: minrec = Minrec(DIVS, SUBS) print('\nMINIMUM STEPS TO 1: Recursive algorithm') print(' Possible divisors: ', DIVS) print(' Possible decrements:', SUBS) for n in range(1, 11): steps, how = minrec(n) print(f' minrec({n:2}) in {steps:2} by: ', ', '.join(how))   upto = 2000 print(f'\n Those numbers up to {upto} that take the maximum, "minimal steps down to 1":') stepn = sorted((minrec(n)[0], n) for n in range(upto, 0, -1)) mx = stepn[-1][0] ans = [x[1] for x in stepn if x[0] == mx] print(' Taking', mx, f'steps is/are the {len(ans)} numbers:', ', '.join(str(n) for n in sorted(ans))) #print(minrec._minrec.cache_info()) print()
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#Visual_Basic_.NET
Visual Basic .NET
'N-queens problem - non recursive & structured - vb.net - 26/02/2017 Module Mod_n_queens Sub n_queens() Const l = 15 'number of queens Const b = False 'print option Dim a(l), s(l), u(4 * l - 2) Dim n, m, i, j, p, q, r, k, t, z Dim w As String For i = 1 To UBound(a) : a(i) = i : Next i For n = 1 To l m = 0 i = 1 j = 0 r = 2 * n - 1 Do i = i - 1 j = j + 1 p = 0 q = -r Do i = i + 1 u(p) = 1 u(q + r) = 1 z = a(j) : a(j) = a(i) : a(i) = z 'Swap a(i), a(j) p = i - a(i) + n q = i + a(i) - 1 s(i) = j j = i + 1 Loop Until j > n Or u(p) Or u(q + r) If u(p) = 0 Then If u(q + r) = 0 Then m = m + 1 'm: number of solutions If b Then Debug.Print("n=" & n & " m=" & m) : w = "" For k = 1 To n For t = 1 To n w = w & If(a(n - k + 1) = t, "Q", ".") Next t Debug.Print(w) Next k End If End If End If j = s(i) Do While j >= n And i <> 0 Do z = a(j) : a(j) = a(i) : a(i) = z 'Swap a(i), a(j) j = j - 1 Loop Until j < i i = i - 1 p = i - a(i) + n q = i + a(i) - 1 j = s(i) u(p) = 0 u(q + r) = 0 Loop Loop Until i = 0 Debug.Print(n & vbTab & m) 'number of queens, number of solutions Next n End Sub 'n_queens End Module
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#Ursala
Ursala
#import std #import nat #import sol   #fix general_function_fixer 0   F = ~&?\1! difference^/~& M+ F+ predecessor M = ~&?\0! difference^/~& F+ M+ predecessor
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#Pascal
Pascal
our $max = 12; our $width = length($max**2) + 1;   printf "%*s", $width, $_ foreach 'x|', 1..$max; print "\n", '-' x ($width - 1), '+', '-' x ($max*$width), "\n"; foreach my $i (1..$max) { printf "%*s", $width, $_ foreach "$i|", map { $_ >= $i and $_*$i } 1..$max; print "\n"; }
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#BASIC256
BASIC256
N = 6 : M = 5 : H = 25 : P = 0.2   fastgraphics graphsize N*H,(M+1)*H font "Arial",H/2+1,75 dim f(N,M) # 1 open, 2 mine, 4 expected mine dim s(N,M) # count of mines in a neighborhood   trian1 = {1,1,H-1,1,H-1,H-1} : trian2 = {1,1,1,H-1,H-1,H-1} mine = {2,2, H/2,H/2-2, H-2,2, H/2+2,H/2, H-2,H-2, H/2,H/2+2, 2,H-2, H/2-2,H/2} flag = {H/2-1,3, H/2+1,3, H-4,H/5, H/2+1,H*2/5, H/2+1,H*0.9-2, H*0.8,H-2, H*0.2,H-2, H/2-1,H*0.9-2}   mines = int(N*M*P) : k = mines : act = 0 while k>0 i = int(rand*N) : j = int(rand*M) if not f[i,j] then f[i,j] = 2 : k = k - 1 # set mine s[i,j] = s[i,j] + 1 : gosub adj # count it   end if end while togo = M*N-mines : over = 0 : act = 1   gosub redraw while not over clickclear while not clickb pause 0.01 end while i = int(clickx/H) : j = int(clicky/H) if i<N and j<M then if clickb=1 then if not (f[i,j]&4) then ai = i : aj = j : gosub opencell if not s[i,j] then gosub adj else if not (f[i,j]&1) then if f[i,j]&4 then mines = mines+1 if not (f[i,j]&4) then mines = mines-1 f[i,j] = (f[i,j]&~4)|(~f[i,j]&4) end if end if if not (togo or mines) then over = 1 gosub redraw end if end while imgsave "Minesweeper_game_BASIC-256.png", "PNG" end   redraw: for i = 0 to N-1 for j = 0 to M-1 if over=-1 and f[i,j]&2 then f[i,j] = f[i,j]|1 gosub drawcell next j next i # Counter color (32,32,32) : rect 0,M*H,N*H,H color white : x = 5 : y = M*H+H*0.05 if not over then text x,y,"Mines: " + mines if over=1 then text x,y,"You won!" if over=-1 then text x,y,"You lost" refresh return   drawcell: color darkgrey rect i*H,j*H,H,H if f[i,j]&1=0 then # closed color black : stamp i*H,j*H,trian1 color white : stamp i*H,j*H,trian2 color grey : rect i*H+2,j*H+2,H-4,H-4 if f[i,j]&4 then color blue : stamp i*H,j*H,flag else color 192,192,192 : rect i*H+1,j*H+1,H-2,H-2 # Draw if f[i,j]&2 then # mine if not (f[i,j]&4) then color red if f[i,j]&4 then color darkgreen circle i*H+H/2,j*H+H/2,H/5 : stamp i*H,j*H,mine else if s[i,j] then color (32,32,32) : text i*H+H/3,j*H+1,s[i,j] end if end if return   adj: aj = j-1 if j and i then ai = i-1 : gosub adjact if j then ai = i : gosub adjact if j and i<N-1 then ai = i+1 : gosub adjact aj = j if i then ai = i-1 : gosub adjact if i<N-1 then ai = i+1 : gosub adjact aj = j+1 if j<M-1 and i then ai = i-1 : gosub adjact if j<M-1 then ai = i : gosub adjact if j<M-1 and i<N-1 then ai = i+1 : gosub adjact return   adjact: if not act then s[ai,aj] = s[ai,aj]+1 : return if act then gosub opencell : return   opencell: if not (f[ai,aj]&1) then f[ai,aj] = f[ai,aj]|1 togo = togo-1 end if if f[ai,aj]&2 then over = -1 return
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#F.23
F#
  // Minimum positive multiple in base 10 using only 0 and 1. Nigel Galloway: March 9th., 2020 let rec fN Σ n i g e l=if l=1||n=1 then Σ+1I else match (10*i)%l with g when n=g->Σ+10I**e |i->match Set.map(fun n->(n+i)%l) g with ф when ф.Contains n->fN (Σ+10I**e) ((l+n-i)%l) 1 (set[1]) 1 l |ф->fN Σ n i (Set.unionMany [set[i];g;ф]) (e+1) l   let B10=fN 0I 0 1 (set[1]) 1 List.concat[[1..10];[95..105];[297;576;594;891;909;999;1998;2079;2251;2277;2439;2997;4878]] |>List.iter(fun n->let g=B10 n in printfn "%d * %A = %A" n (g/bigint(n)) g)  
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Erlang
Erlang
  %%% For details of the algorithms used see %%% https://en.wikipedia.org/wiki/Modular_exponentiation   -module modexp_rosetta. -export [mod_exp/3,binary_exp/2,test/0].   mod_exp(Base,Exp,Mod) when is_integer(Base), is_integer(Exp), is_integer(Mod), Base > 0, Exp > 0, Mod > 0 -> binary_exp_mod(Base,Exp,Mod).   binary_exp(Base,Exponent) -> binary_exp(Base,Exponent,1). binary_exp(_,0,Result) -> Result; binary_exp(Base,Exponent,Acc) -> binary_exp(Base*Base,Exponent bsr 1,Acc * exp_factor(Base,Exponent)).     binary_exp_mod(Base,Exponent,Mod) -> binary_exp_mod(Base rem Mod,Exponent,Mod,1). binary_exp_mod(_,0,_,Result) -> Result; binary_exp_mod(Base,Exponent,Mod,Acc) -> binary_exp_mod((Base*Base) rem Mod, Exponent bsr 1,Mod,(Acc * exp_factor(Base,Exponent))rem Mod).   exp_factor(_,0) -> 1; exp_factor(Base,1) -> Base; exp_factor(Base,Exponent) -> exp_factor(Base,Exponent band 1).   test() -> 445 = mod_exp(4,13,497), %% Rosetta code example: mod_exp(2988348162058574136915891421498819466320163312926952423791023078876139, 2351399303373464486466122544523690094744975233415544072992656881240319, binary_exp(10,40)).    
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Lua
Lua
function make(value, modulo) local v = value % modulo local tbl = {value=v, modulo=modulo}   local mt = { __add = function(lhs, rhs) if type(lhs) == "table" then if type(rhs) == "table" then if lhs.modulo ~= rhs.modulo then error("Cannot add rings with different modulus") end return make(lhs.value + rhs.value, lhs.modulo) else return make(lhs.value + rhs, lhs.modulo) end else error("lhs is not a table in +") end end, __mul = function(lhs, rhs) if lhs.modulo ~= rhs.modulo then error("Cannot multiply rings with different modulus") end return make(lhs.value * rhs.value, lhs.modulo) end, __pow = function(b,p) if p<0 then error("p must be zero or greater") end   local pp = p local pwr = make(1, b.modulo) while pp > 0 do pp = pp - 1 pwr = pwr * b end return pwr end, __concat = function(lhs, rhs) if type(lhs) == "table" and type(rhs) == "string" then return "ModInt("..lhs.value..", "..lhs.modulo..")"..rhs elseif type(lhs) == "string" and type(rhs) == "table" then return lhs.."ModInt("..rhs.value..", "..rhs.modulo..")" else return "todo" end end }   setmetatable(tbl, mt) return tbl end   function func(x) return x ^ 100 + x + 1 end   -- main local x = make(10, 13) local y = func(x) print("x ^ 100 + x + 1 for "..x.." is "..y)
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Raku
Raku
sub min-mult-dsum ($n) { (1..∞).first: (* × $n).comb.sum == $n }   say .fmt("%2d: ") ~ .&min-mult-dsum for flat 1..40, 41..70;
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Sidef
Sidef
var e = Enumerator({|f| for n in (1..Inf) {   var k = 0 while (k.sumdigits != n) { k += n }   f(k/n) } })   var N = 60 var A = []   e.each {|v| A << v say A.splice.map { '%7s' % _ }.join(' ') if (A.len == 10) break if (--N <= 0) }
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Raku
Raku
use Lingua::EN::Numbers;   for [2,3], 1, 2000, [2,3], 1, 50000, [2,3], 2, 2000, [2,3], 2, 50000 -> @div, $sub, $limit { my %min = 1 => {:op(''), :v(1), :s(0)}; (2..$limit).map( -> $n { my @ops; @ops.push: ($n / $_, "/$_") if $n %% $_ for @div; @ops.push: ($n - $sub, "-$sub") if $n > $sub; my $op = @ops.min( {%min{.[0]}<s>} );  %min{$n} = {:op($op[1]), :v($op[0]), :s(1 + %min{$op[0]}<s>)}; });   my $max = %min.max( {.value<s>} ).value<s>; my @max = %min.grep( {.value.<s> == $max} )».key.sort(+*);   if $limit == 2000 { say "\nDivisors: {@div.perl}, subtract: $sub"; steps(1..10); } say "\nUp to {comma $limit} found {+@max} number{+@max == 1 ?? '' !! 's'} " ~ "that require{+@max == 1 ?? 's' !! ''} at least $max steps."; steps(@max);   sub steps (*@list) { for @list -> $m { my @op; my $n = $m; while %min{$n}<s> { @op.push: "{%min{$n}<op>}=>{%min{$n}<v>}"; $n = %min{$n}<v>; } say "($m) {%min{$m}<s>} steps: ", @op.join(', '); } } }
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#Wart
Wart
def (nqueens n queens) prn "step: " queens # show progress if (len.queens = n) prn "solution! " queens # else let row (if queens (queens.zero.zero + 1) 0) for col 0 (col < n) ++col let new_queens (cons (list row col) queens) if (no conflicts.new_queens) (nqueens n new_queens)   # check if the first queen in 'queens' lies on the same column or diagonal as # any of the others def (conflicts queens) let (curr ... rest) queens or (let curr_column curr.1 (some (fn(_) (= _ curr_column)) (map cadr rest))) # columns (some (fn(_) (diagonal_match curr _)) rest)   def (diagonal_match curr other) (= (abs (curr.0 - other.0)) (abs (curr.1 - other.1)))
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#Vala
Vala
int F(int n) { if (n == 0) return 1; return n - M(F(n - 1)); }   int M(int n) { if (n == 0) return 0; return n - F(M(n - 1)); }   void main() { print("n : "); for (int s = 0; s < 25; s++){ print("%2d ", s); } print("\n------------------------------------------------------------------------------\n"); print("F : "); for (int s = 0; s < 25; s++){ print("%2d ", F(s)); } print("\nM : "); for (int s = 0; s < 25; s++){ print("%2d ", M(s)); } }
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#Perl
Perl
our $max = 12; our $width = length($max**2) + 1;   printf "%*s", $width, $_ foreach 'x|', 1..$max; print "\n", '-' x ($width - 1), '+', '-' x ($max*$width), "\n"; foreach my $i (1..$max) { printf "%*s", $width, $_ foreach "$i|", map { $_ >= $i and $_*$i } 1..$max; print "\n"; }
http://rosettacode.org/wiki/Mind_boggling_card_trick
Mind boggling card trick
Mind boggling card trick You are encouraged to solve this task according to the task description, using any language you may know. Matt Parker of the "Stand Up Maths channel" has a   YouTube video   of a card trick that creates a semblance of order from chaos. The task is to simulate the trick in a way that mimics the steps shown in the video. 1. Cards. Create a common deck of cards of 52 cards   (which are half red, half black). Give the pack a good shuffle. 2. Deal from the shuffled deck, you'll be creating three piles. Assemble the cards face down. Turn up the   top card   and hold it in your hand. if the card is   black,   then add the   next   card (unseen) to the "black" pile. If the card is     red,    then add the   next   card (unseen) to the   "red"  pile. Add the   top card   that you're holding to the discard pile.   (You might optionally show these discarded cards to get an idea of the randomness). Repeat the above for the rest of the shuffled deck. 3. Choose a random number   (call it X)   that will be used to swap cards from the "red" and "black" piles. Randomly choose   X   cards from the   "red"  pile (unseen), let's call this the   "red"  bunch. Randomly choose   X   cards from the "black" pile (unseen), let's call this the "black" bunch. Put the     "red"    bunch into the   "black" pile. Put the   "black"   bunch into the     "red"  pile. (The above two steps complete the swap of   X   cards of the "red" and "black" piles. (Without knowing what those cards are --- they could be red or black, nobody knows). 4. Order from randomness? Verify (or not) the mathematician's assertion that: The number of black cards in the "black" pile equals the number of red cards in the "red" pile. (Optionally, run this simulation a number of times, gathering more evidence of the truthfulness of the assertion.) Show output on this page.
#11l
11l
//import random V n = 52 V Black = ‘Black’ V Red = ‘Red’ V blacks = [Black] * (n I/ 2) V reds = [Red] * (n I/ 2) V pack = blacks [+] reds random:shuffle(&pack)   [String] black_stack, red_stack, discard L !pack.empty V top = pack.pop() I top == Black black_stack.append(pack.pop()) E red_stack.append(pack.pop()) discard.append(top) print(‘(Discards: ’(discard.map(d -> d[0]).join(‘ ’))" )\n")   V max_swaps = min(black_stack.len, red_stack.len) V swap_count = random:(0 .. max_swaps) print(‘Swapping ’swap_count)   F random_partition(stack, count) V stack_copy = copy(stack) random:shuffle(&stack_copy) R (stack_copy[count ..], stack_copy[0 .< count])   (black_stack, V black_swap) = random_partition(black_stack, swap_count) (red_stack, V red_swap) = random_partition(red_stack, swap_count)   black_stack [+]= red_swap red_stack [+]= black_swap   I black_stack.count(Black) == red_stack.count(Red) print(‘Yeha! The mathematicians assertion is correct.’) E print(‘Whoops - The mathematicians (or my card manipulations) are flakey’)
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#11l
11l
F contains(sums, s, ss) L(i) 0 .< ss I sums[i] == s R 1B R 0B   F mian_chowla() V n = 100 V mc = [0] * n mc[0] = 1 V sums = [0] * ((n * (n + 1)) >> 1) sums[0] = 2 V ss = 1 L(i) 1 .< n V le = ss V j = mc[i - 1] + 1 L mc[i] = j V nxtJ = 0B L(k) 0 .. i V sum = mc[k] + j I contains(sums, sum, ss) ss = le nxtJ = 1B L.break sums[ss] = sum ss++ I !nxtJ L.break j++ R mc   print(‘The first 30 terms of the Mian-Chowla sequence are:’) V mc = mian_chowla() print_elements(mc[0.<30]) print() print(‘Terms 91 to 100 of the Mian-Chowla sequence are:’) print_elements(mc[90..])
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#BCPL
BCPL
get "libhdr"   static $( randstate = 0 $)   manifest $( nummask = #XF flagmask = #X10 bombmask = #X20 revealed = #X40 MAXINT = (~0)>>1 MININT = ~MAXINT $)   let min(x,y) = x<y -> x, y and max(x,y) = x>y -> x, y   let rand() = valof $( randstate := random(randstate) resultis randstate >> 7 $)   let randto(x) = valof $( let r, mask = ?, 1 while mask<x do mask := (mask << 1) | 1 r := rand() & mask repeatuntil r < x resultis r $)   // Place a bomb on the field (if not already a bomb) let placebomb(field, xsize, ysize, x, y) = (field!(y*xsize+x) & bombmask) ~= 0 -> false, valof $( for xa = max(x-1, 0) to min(x+1, xsize-1) for ya = max(y-1, 0) to min(y+1, ysize-1) $( let loc = ya*xsize+xa let n = field!loc & nummask field!loc := (field!loc & ~nummask) | (n + 1) $) field!(y*xsize+x) := field!(y*xsize+x) | bombmask resultis true $)   // Populate the field with N bombs let populate(field, xsize, ysize, nbombs) be $( for i=0 to xsize*ysize-1 do field!i := 0 while nbombs > 0 $( let x, y = randto(xsize), randto(ysize) if placebomb(field, xsize, ysize, x, y) then nbombs := nbombs - 1 $) $)   // Reveal field (X,Y) - returns true if stepped on a bomb let reveal(field, xsize, ysize, x, y) = (field!(y*xsize+x) & bombmask) ~= 0 -> true, valof $( let loc = y*xsize+x field!loc := field!loc | revealed if (field!loc & nummask) = 0 then for xa = max(x-1, 0) to min(x+1, xsize-1) for ya = max(y-1, 0) to min(y+1, ysize-1) if (field!(ya*xsize+xa) & (bombmask | flagmask | revealed)) = 0 do reveal(field, xsize, ysize, xa, ya) resultis false $)   // Toggle flag let toggleflag(field, xsize, ysize, x, y) be $( let loc = y*xsize+x field!loc := field!loc neqv flagmask $)   // Show the field. Returns true if won. let showfield(field, xsize, ysize, kaboom) = valof $( let bombs, flags, hidden, found = 0, 0, 0, 0 for i=0 to xsize*ysize-1 $( if (field!i & revealed) = 0 do hidden := hidden + 1 unless (field!i & bombmask) = 0 do bombs := bombs + 1 unless (field!i & flagmask) = 0 do flags := flags + 1 if (field!i & bombmask) ~= 0 & (field!i & flagmask) ~= 0 do found := found + 1 $) writef("Bombs: %N - Flagged: %N - Hidden: %N*N", bombs, flags, hidden) wrch('+') for x=0 to xsize-1 do wrch('-') writes("+*N") for y=0 to ysize-1 $( wrch('|') for x=0 to xsize-1 $( let loc = y*xsize+x test kaboom & (field!loc & bombmask) ~= 0 do wrch('**') or test (field!loc & (flagmask | revealed)) = flagmask do wrch('?') or test (field!loc & revealed) = 0 do wrch('.') or test (field!loc & nummask) = 0 do wrch(' ') or wrch('0' + (field!loc & nummask)) $) writes("|*N") $) wrch('+') for x=0 to xsize-1 do wrch('-') writes("+*N") resultis found = bombs $)   // Ask a question, get number let ask(q, min, max) = valof $( let n = ? $( writes(q) n := readn() $) repeatuntil min <= n <= max resultis n $)   // Read string let reads(v) = valof $( let ch = ? v%0 := 0 $( ch := rdch() if ch = endstreamch then resultis false v%0 := v%0 + 1 v%(v%0) := ch $) repeatuntil ch = '*N' resultis true $)   // Play game given field let play(field, xsize, ysize) be $( let x = ? let y = ? let ans = vec 80 if showfield(field, xsize, ysize, false) $( writes("*NYou win!*N") finish $) $( writes("*NR)eveal, F)lag, Q)uit? ") unless reads(ans) finish unless ans%0 = 2 & ans%2='*N' loop ans%1 := ans%1 | 32 if ans%1 = 'q' then finish $) repeatuntil ans%1='r' | ans%1='f'   y := ask("Row? ", 1, ysize)-1 x := ask("Column? ", 1, xsize)-1   switchon ans%1 into $( case 'r': unless (field!(y*xsize+x) & flagmask) = 0 $( writes("*NError: that field is flagged, unflag it first.*N") endcase $) unless (field!(y*xsize+x) & revealed) = 0 $( writes("*NError: that field is already revealed.*N") endcase $) if reveal(field, xsize, ysize, x, y) $( writes("*N K A B O O M *N*N") showfield(field, xsize, ysize, true) finish $) endcase case 'f': test (field!(y*xsize+x) & revealed) = 0 do toggleflag(field, xsize, ysize, x, y) or writes("*NError: that field is already revealed.*N") endcase $) wrch('*N') $) repeat   let start() be $( let field, xsize, ysize, bombs = ?, ?, ?, ?   writes("Minesweeper*N-----------*N*N") randstate := ask("Random seed? ", MININT, MAXINT) xsize := ask("Width (4-64)? ", 4, 64) ysize := ask("Height (4-22)? ", 4, 22)   // 10 to 20% bombs bombs := muldiv(xsize,ysize,10) + randto(muldiv(xsize,ysize,10)+1)   field := getvec(xsize*ysize) populate(field, xsize, ysize, bombs) play(field, xsize, ysize) $)
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#Factor
Factor
: is-1-or-0 ( char -- ? ) dup CHAR: 0 = [ drop t ] [ CHAR: 1 = ] if ; : int-is-B10 ( n -- ? ) unparse [ is-1-or-0 ] all? ; : B10-step ( x x -- x x ? ) dup int-is-B10 [ f ] [ over + t ] if ; : find-B10 ( x -- x ) dup [ B10-step ] loop nip ;
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#F.23
F#
let expMod a b n = let rec loop a b c = if b = 0I then c else loop (a*a%n) (b>>>1) (if b&&&1I = 0I then c else c*a%n) loop a b 1I   [<EntryPoint>] let main argv = let a = 2988348162058574136915891421498819466320163312926952423791023078876139I let b = 2351399303373464486466122544523690094744975233415544072992656881240319I printfn "%A" (expMod a b (10I**40)) // -> 1527229998585248450016808958343740453059 0
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Factor
Factor
! Built-in 2988348162058574136915891421498819466320163312926952423791023078876139 2351399303373464486466122544523690094744975233415544072992656881240319 10 40 ^ ^mod .
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
<< FiniteFields` x^100 + x + 1 /. x -> GF[13]@{10}
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Nim
Nim
import macros, sequtils, strformat, strutils   const Subscripts: array['0'..'9', string] = ["₀", "₁", "₂", "₃", "₄", "₅", "₆", "₇", "₈", "₉"]   # Modular integer with modulus N. type ModInt[N: static int] = distinct int     #--------------------------------------------------------------------------------------------------- # Creation.   func initModInt[N](n: int): ModInt[N] = ## Create a modular integer from an integer. static: when N < 2: error "Modulus must be greater than 1." if n >= N: raise newException(ValueError, &"value must be in 0..{N - 1}.") result = ModInt[N](n)     #--------------------------------------------------------------------------------------------------- # Arithmetic operations: ModInt op ModInt, ModInt op int and int op ModInt.   func `+`*[N](a, b: ModInt[N]): ModInt[N] = ModInt[N]((a.int + b.int) mod N)   func `+`*[N](a: ModInt[N]; b: int): ModInt[N] = a + initModInt[N](b)   func `+`*[N](a: int; b: ModInt[N]): ModInt[N] = initModInt[N](a) + b   func `*`*[N](a, b: ModInt[N]): ModInt[N] = ModInt[N]((a.int * b.int) mod N)   func `*`*[N](a: ModInt[N]; b: int): ModInt[N] = a * initModInt[N](b)   func `*`*[N](a: int; b: ModInt[N]): ModInt[N] = initModInt[N](a) * b   func `^`*[N](a: ModInt[N]; n: Natural): ModInt[N] = var a = a var n = n result = initModInt[N](1) while n > 0: if (n and 1) != 0: result = result * a n = n shr 1 a = a * a     #--------------------------------------------------------------------------------------------------- # Representation of a modular integer as a string.   template subscript(n: Natural): string = mapIt($n, Subscripts[it]).join()   func `$`(a: ModInt): string = &"{a.int}{subscript(a.N)})"     #--------------------------------------------------------------------------------------------------- # The function "f" defined for any modular integer, the same way it would be defined for an # integer argument (except that such a function would be of no use as it would overflow for # any argument different of 0 and 1).   func f(x: ModInt): ModInt = x^100 + x + 1     #———————————————————————————————————————————————————————————————————————————————————————————————————   when isMainModule:   var x = initModInt[13](10) echo &"f({x}) = {x}^100 + {x} + 1 = {f(x)}."
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Swift
Swift
import Foundation   func digitSum(_ num: Int) -> Int { var sum = 0 var n = num while n > 0 { sum += n % 10 n /= 10 } return sum }   for n in 1...70 { for m in 1... { if digitSum(m * n) == n { print(String(format: "%8d", m), terminator: n % 10 == 0 ? "\n" : " ") break } } }
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#Wren
Wren
import "./math" for Int import "./seq" for Lst import "./fmt" for Fmt   var res = [] for (n in 1..70) { var m = 1 while (Int.digitSum(m * n) != n) m = m + 1 res.add(m) } for (chunk in Lst.chunks(res, 10)) Fmt.print("$,10d", chunk)
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Swift
Swift
func minToOne(divs: [Int], subs: [Int], upTo n: Int) -> ([Int], [[String]]) { var table = Array(repeating: n + 2, count: n + 1) var how = Array(repeating: [""], count: n + 2)   table[1] = 0 how[1] = ["="]   for t in 1..<n { let thisPlus1 = table[t] + 1   for div in divs { let dt = div * t   if dt <= n && thisPlus1 < table[dt] { table[dt] = thisPlus1 how[dt] = how[t] + ["/\(div)=> \(t)"] } }   for sub in subs { let st = sub + t   if st <= n && thisPlus1 < table[st] { table[st] = thisPlus1 how[st] = how[t] + ["-\(sub)=> \(t)"] } } }   return (table, how.map({ $0.reversed().dropLast() })) }   for (divs, subs) in [([2, 3], [1]), ([2, 3], [2])] { print("\nMINIMUM STEPS TO 1:") print(" Possible divisors: \(divs)") print(" Possible decrements: \(subs)")   let (table, hows) = minToOne(divs: divs, subs: subs, upTo: 10)   for n in 1...10 { print(" mintab( \(n)) in { \(table[n])} by: ", hows[n].joined(separator: ", ")) }   for upTo in [2_000, 50_000] { print("\n Those numbers up to \(upTo) that take the maximum, \"minimal steps down to 1\":") let (table, _) = minToOne(divs: divs, subs: subs, upTo: upTo) let max = table.dropFirst().max()! let maxNs = table.enumerated().filter({ $0.element == max })   print( " Taking", max, "steps are the \(maxNs.count) numbers:", maxNs.map({ String($0.offset) }).joined(separator: ", ") ) } }
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#Wren
Wren
import "/fmt" for Fmt   var limit = 50000 var divs = [] var subs = [] var mins = []   // Assumes the numbers are presented in order up to 'limit'. var minsteps = Fn.new { |n| if (n == 1) { mins[1] = [] return } var min = limit var p = 0 var q = 0 var op = "" for (div in divs) { if (n%div == 0) { var d = (n/div).floor var steps = mins[d].count + 1 if (steps < min) { min = steps p = d q = div op = "/" } } } for (sub in subs) { var d = n - sub if (d >= 1) { var steps = mins[d].count + 1 if (steps < min) { min = steps p = d q = sub op = "-" } } } mins[n].add("%(op)%(q) -> %(p)") mins[n].addAll(mins[p]) }   for (r in 0..1) { divs = [2, 3] subs = (r == 0) ? [1] : [2] mins = List.filled(limit+1, null) for (i in 0..limit) mins[i] = [] Fmt.print("With: Divisors: $n, Subtractors: $n =>", divs, subs) System.print(" Minimum number of steps to diminish the following numbers down to 1 is:") for (i in 1..limit) { minsteps.call(i) if (i <= 10) { var steps = mins[i].count var plural = (steps == 1) ? " " : "s" var mi = Fmt.v("s", 0, mins[i], 0, ", ", "") Fmt.print(" $2d: $d step$s: $s", i, steps, plural, mi) } } for (lim in [2000, 20000, 50000]) { var max = 0 for (min in mins[0..lim]) { var m = min.count if (m > max) max = m } var maxs = [] var i = 0 for (min in mins[0..lim]) { if (min.count == max) maxs.add(i) i = i + 1 } var nums = maxs.count var verb = (nums == 1) ? "is" : "are" var verb2 = (nums == 1) ? "has" : "have" var plural = (nums == 1) ? "": "s" Fmt.write(" There $s $d number$s in the range 1-$d ", verb, nums, plural, lim) Fmt.print("that $s maximum 'minimal steps' of $d:", verb2, max) System.print("  %(maxs)") } System.print() }
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#Wren
Wren
var count = 0 var c = [] var f = []   var nQueens // recursive nQueens = Fn.new { |row, n| for (x in 1..n) { var outer = false var y = 1 while (y < row) { if ((c[y] == x) || (row - y == (x -c[y]).abs)) { outer = true break } y = y + 1 } if (!outer) { c[row] = x if (row < n) { nQueens.call(row + 1, n) } else { count = count + 1 if (count == 1) f = c.skip(1).map { |i| i - 1 }.toList } } } }   for (n in 1..14) { count = 0 c = List.filled(n+1, 0) f = [] nQueens.call(1, n) System.print("For a %(n) x %(n) board:") System.print(" Solutions = %(count)") if (count > 0) System.print(" First is %(f)") System.print() }
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#VBA
VBA
Private Function F(ByVal n As Integer) As Integer If n = 0 Then F = 1 Else F = n - M(F(n - 1)) End If End Function   Private Function M(ByVal n As Integer) As Integer If n = 0 Then M = 0 Else M = n - F(M(n - 1)) End If End Function   Public Sub MR() Dim i As Integer For i = 0 To 20 Debug.Print F(i); Next i Debug.Print For i = 0 To 20 Debug.Print M(i); Next i End Sub
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#Phix
Phix
printf(1," | ") for col=1 to 12 do printf(1,"%4d",col) end for printf(1,"\n--+-"&repeat('-',12*4)) for row=1 to 12 do printf(1,"\n%2d| ",row) for col=1 to 12 do printf(1,iff(col<row?" ":sprintf("%4d",row*col))) end for end for
http://rosettacode.org/wiki/Mind_boggling_card_trick
Mind boggling card trick
Mind boggling card trick You are encouraged to solve this task according to the task description, using any language you may know. Matt Parker of the "Stand Up Maths channel" has a   YouTube video   of a card trick that creates a semblance of order from chaos. The task is to simulate the trick in a way that mimics the steps shown in the video. 1. Cards. Create a common deck of cards of 52 cards   (which are half red, half black). Give the pack a good shuffle. 2. Deal from the shuffled deck, you'll be creating three piles. Assemble the cards face down. Turn up the   top card   and hold it in your hand. if the card is   black,   then add the   next   card (unseen) to the "black" pile. If the card is     red,    then add the   next   card (unseen) to the   "red"  pile. Add the   top card   that you're holding to the discard pile.   (You might optionally show these discarded cards to get an idea of the randomness). Repeat the above for the rest of the shuffled deck. 3. Choose a random number   (call it X)   that will be used to swap cards from the "red" and "black" piles. Randomly choose   X   cards from the   "red"  pile (unseen), let's call this the   "red"  bunch. Randomly choose   X   cards from the "black" pile (unseen), let's call this the "black" bunch. Put the     "red"    bunch into the   "black" pile. Put the   "black"   bunch into the     "red"  pile. (The above two steps complete the swap of   X   cards of the "red" and "black" piles. (Without knowing what those cards are --- they could be red or black, nobody knows). 4. Order from randomness? Verify (or not) the mathematician's assertion that: The number of black cards in the "black" pile equals the number of red cards in the "red" pile. (Optionally, run this simulation a number of times, gathering more evidence of the truthfulness of the assertion.) Show output on this page.
#AppleScript
AppleScript
use AppleScript version "2.5" -- OS X 10.11 (El Capitan) or later use framework "Foundation" use framework "GameplayKit" -- For randomising functions.   on cardTrick() (* Create a pack of "cards" and shuffle it. *) set suits to {"♥️", "♣️", "♦️", "♠️"} set cards to {"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"} set deck to {} repeat with s from 1 to (count suits) set suit to item s of suits repeat with c from 1 to (count cards) set end of deck to item c of cards & suit end repeat end repeat set deck to (current application's class "GKRandomSource"'s new()'s arrayByShufflingObjectsInArray:(deck)) as list   (* Perform the black pile/red pile/discard stuff. *) set {blackPile, redPile, discardPile} to {{}, {}, {}} repeat with c from 1 to (count deck) by 2 set topCard to item c of deck if (character -1 of topCard is in "♣️♠️") then set end of blackPile to item (c + 1) of deck else set end of redPile to item (c + 1) of deck end if set end of discardPile to topCard end repeat -- When equal numbers of two possibilities are randomly paired, the number of pairs whose members are -- both one of the possibilities is the same as the number whose members are both the other. The cards -- in the red and black piles have effectively been paired with cards of the eponymous colours, so -- the number of reds in the red pile is already the same as the number of blacks in the black.   (* Take a random number of random cards from one pile and swap them with an equal number from the other, religiously following the "red bunch"/"black bunch" ritual instead of simply swapping pairs of cards. *) -- Where swapped cards are the same colour, this will make no difference at all. Where the colours -- are different, both piles will either gain or lose a card of their relevant colour, maintaining -- the defining balance either way. set {redBunch, blackBunch} to {{}, {}} set {redPileCount, blackPileCount} to {(count redPile), (count blackPile)} set maxX to blackPileCount if (redPileCount < maxX) then set maxX to redPileCount set X to (current application's class "GKRandomDistribution"'s distributionForDieWithSideCount:(maxX))'s nextInt() set RNG to current application's class "GKShuffledDistribution"'s distributionForDieWithSideCount:(redPileCount) repeat X times set r to RNG's nextInt() set end of redBunch to item r of redPile set item r of redPile to missing value end repeat set RNG to current application's class "GKShuffledDistribution"'s distributionForDieWithSideCount:(blackPileCount) repeat X times set b to RNG's nextInt() set end of blackBunch to item b of blackPile set item b of blackPile to missing value end repeat set blackPile to (blackPile's text) & redBunch set redPile to (redPile's text) & blackBunch   (* Count and compare the number of blacks in the black pile and the number of reds in the red. *) set blacksInBlackPile to 0 repeat with card in blackPile if (character -1 of card is in "♣️♠️") then set blacksInBlackPile to blacksInBlackPile + 1 end repeat set redsInRedPile to 0 repeat with card in redPile if (character -1 of card is in "♥️♦️") then set redsInRedPile to redsInRedPile + 1 end repeat   return {truth:(blacksInBlackPile = redsInRedPile), reds:redPile, blacks:blackPile, discards:discardPile} end cardTrick   on join(lst, delim) set astid to AppleScript's text item delimiters set AppleScript's text item delimiters to delim set txt to lst as text set AppleScript's text item delimiters to astid return txt end join   on task() set output to {} repeat with i from 1 to 5 set {truth:truth, reds:reds, blacks:blacks, discards:discards} to cardTrick() set end of output to "Test " & i & ": Assertion is " & truth set end of output to "Red pile: " & join(reds, ", ") set end of output to "Black pile: " & join(blacks, ", ") set end of output to "Discards: " & join(items 1 thru 13 of discards, ", ") set end of output to " " & (join(items 14 thru 26 of discards, ", ") & linefeed) end repeat return text 1 thru -2 of join(output, linefeed) end task return task()
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#Ada
Ada
with Ada.Text_IO; with Ada.Containers.Hashed_Sets;   procedure Mian_Chowla_Sequence is type Natural_Array is array(Positive range <>) of Natural;   function Hash(P : in Positive) return Ada.Containers.Hash_Type is begin return Ada.Containers.Hash_Type(P); end Hash;   package Positive_Sets is new Ada.Containers.Hashed_Sets(Positive, Hash, "=");   function Mian_Chowla(N : in Positive) return Natural_Array is return_array : Natural_Array(1 .. N) := (others => 0); nth : Positive := 1; candidate : Positive := 1; seen : Positive_Sets.Set; begin while nth <= N loop declare sums : Positive_Sets.Set; terms : constant Natural_Array := return_array(1 .. nth-1) & candidate; found : Boolean := False; begin for term of terms loop if seen.Contains(term + candidate) then found := True; exit; else sums.Insert(term + candidate); end if; end loop;   if not found then return_array(nth) := candidate; seen.Union(sums); nth := nth + 1; end if; candidate := candidate + 1; end; end loop; return return_array; end Mian_Chowla;   length : constant Positive := 100; sequence : constant Natural_Array(1 .. length) := Mian_Chowla(length); begin Ada.Text_IO.Put_Line("Mian Chowla sequence first 30 terms :"); for term of sequence(1 .. 30) loop Ada.Text_IO.Put(term'Img); end loop; Ada.Text_IO.New_Line; Ada.Text_IO.Put_Line("Mian Chowla sequence terms 91 to 100 :"); for term of sequence(91 .. 100) loop Ada.Text_IO.Put(term'Img); end loop; end Mian_Chowla_Sequence;
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#C
C
#if 0   Unix build:   make CPPFLAGS=-DNDEBUG LDLIBS=-lcurses mines   dwlmines, by David Lambert; sometime in the twentieth Century. The program is meant to run in a terminal window compatible with curses if unix is defined to cpp, or to an ANSI terminal when compiled without unix macro defined. I suppose I have built this on a windows 98 computer using gcc running in a cmd window. The original probably came from a VAX running VMS with a vt100 sort of terminal. Today I have xterm and gcc available so I will claim only that it works with this combination.   As this program can automatically play all the trivially counted safe squares. Action is quick leaving the player with only the thoughtful action. Whereas 's' steps on the spot with the cursor, capital 'S' (Stomp) invokes autoplay.   The cursor motion keys are as in the vi editor; hjkl move the cursor.   'd' displays the number of unclaimed bombs and cells.   'f' flags a cell.   The numbers on the field indicate the number of bombs in the unclaimed neighboring cells. This is more useful than showing the values you expect. You may find unflagging a cell adjacent to a number will help you understand this.   There is extra code here. The multidimensional array allocator allocarray is much better than those of Numerical Recipes in C. If you subtracted the offset 1 to make the arrays FORTRAN like then allocarray could substitute for those of NR in C. #endif   #include <stdarg.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <ctype.h>   #ifndef NDEBUG # define DEBUG_CODE(A) A #else # define DEBUG_CODE(A) #endif     #include <time.h>   #define DIM(A) (sizeof((A))/sizeof(*(A))) #define MAX(A,B) ((A)<(B)?(B):(A)) #define BIND(A,L,H) ((L)<(A)?(A)<(H)?(A):(H):(L))   #define SET_BIT(A,B) ((A)|=1<<(B)) #define CLR_BIT(A,B) ((A)&=~(1<<(B))) #define TGL_BIT(A,B) ((A)^=1<<(B)) #define INQ_BIT(A,B) ((A)&(1<<(B))) #define FOREVER for(;;) #define MODINC(i,mod) ((i)+1<(mod)?(i)+1:0) #define MODDEC(i,mod) (((i)<=0?(mod):(i))-1)   void error(int status,const char *message) { fprintf(stderr, "%s\n", message); exit(status); }   void*dwlcalloc(int n,size_t bytes) { void*rv = (void*)calloc(n,bytes); if (NULL == rv) error(1,"memory allocation failure"); DEBUG_CODE(fprintf(stderr,"allocated address %p\n",rv);) return rv; }   void*allocarray(int rank,size_t*shape,size_t itemSize) { /* Allocates arbitrary dimensional arrays (and inits all pointers) with only 1 call to malloc. David W. Lambert, written before 1990. This is wonderful because one only need call free once to deallocate the space. Special routines for each size array are not need for allocation of for deallocation. Also calls to malloc might be expensive because they might have to place operating system requests. One call seems optimal. */ size_t size,i,j,dataSpace,pointerSpace,pointers,nextLevelIncrement; char*memory,*pc,*nextpc; if (rank < 2) { if (rank < 0) error(1,"invalid negative rank argument passed to allocarray"); size = rank < 1 ? 1 : *shape; return dwlcalloc(size,itemSize); } pointerSpace = 0, dataSpace = 1; for (i = 0; i < rank-1; ++i) pointerSpace += (dataSpace *= shape[i]); pointerSpace *= sizeof(char*); dataSpace *= shape[i]*itemSize; memory = pc = dwlcalloc(1,pointerSpace+dataSpace); pointers = 1; for (i = 0; i < rank-2; ) { nextpc = pc + (pointers *= shape[i])*sizeof(char*); nextLevelIncrement = shape[++i]*sizeof(char*); for (j = 0; j < pointers; ++j) *((char**)pc) = nextpc, pc+=sizeof(char*), nextpc += nextLevelIncrement; } nextpc = pc + (pointers *= shape[i])*sizeof(char*); nextLevelIncrement = shape[++i]*itemSize; for (j = 0; j < pointers; ++j) *((char**)pc) = nextpc, pc+=sizeof(char*), nextpc += nextLevelIncrement; return memory; }   #define PRINT(element) \ if (NULL == print_elt) \ printf("%10.3e",*(double*)(element)); \ else \ (*print_elt)(element)   /* matprint prints an array in APL\360 style */ /* with a NULL element printing function matprint assumes an array of double */ void matprint(void*a,int rank,size_t*shape,size_t size,void(*print_elt)()) { union { unsigned **ppu; unsigned *pu; unsigned u; } b; int i; if (rank <= 0 || NULL == shape) PRINT(a); else if (1 < rank) { for (i = 0; i < shape[0]; ++i) matprint(((void**)a)[i], rank-1,shape+1,size,print_elt); putchar('\n'); for (i = 0, b.pu = a; i < shape[0]; ++i, b.u += size) { PRINT(b.pu); putchar(' '); } } }   #ifdef __unix__ # include <curses.h> # include <unistd.h> # define SRANDOM srandom # define RANDOM random #else # include <windows.h> void addch(int c) { putchar(c); } void addstr(const char*s) { fputs(s,stdout); } # define ANSI putchar(27),putchar('[') void initscr(void) { printf("%d\n",AllocConsole()); } void cbreak(void) { ; } void noecho(void) { ; } void nonl(void) { ; } int move(int r,int c) { ANSI; return printf("%d;%dH",r+1,c+1); } int mvaddch(int r,int c,int ch) { move(r,c); addch(ch); } void refresh(void) { ; } # define WA_STANDOUT 32 int attr_on(int a,void*p) { ANSI; return printf("%dm",a); } int attr_off(int a,void*p) { attr_on(0,NULL); } # include <stdarg.h> void printw(const char*fmt,...) { va_list args; va_start(args,fmt); vprintf(fmt,args); va_end(args); } void clrtoeol(void) { ANSI;addstr("0J"); } # define SRANDOM srand # define RANDOM rand #endif   #ifndef EXIT_SUCCESS # define EXIT_SUCCESS 1 /* just a guess */ #endif     #if 0 cell status UNKN --- contains virgin earth (initial state) MINE --- has a mine FLAG --- was flagged #endif   enum {UNKN,MINE,FLAG}; /* bit numbers */   #define DETECT(CELL,PROPERTY) (!!INQ_BIT(CELL,PROPERTY))   DEBUG_CODE( \ void pchr(void*a) { /* odd comment removed */ \ putchar('A'+*(char*a)); /* should print the nth char of alphabet */\ } /* where 'A' is 0 */ \ )   char**bd; /* the board */ size_t shape[2]; #define RWS (shape[0]) #define CLS (shape[1])   void populate(int x,int y,int pct) { /* finished size in col, row, % mines */ int i,j,c; x = BIND(x,4,200), y = BIND(y,4,400); /* confine input as piecewise linear */ shape[0] = x+2, shape[1] = y+2; bd = (char**)allocarray(2,shape,sizeof(char)); memset(*bd,1<<UNKN,shape[0]*shape[1]*sizeof(char)); /* all unknown */ for (i = 0; i < shape[0]; ++i) /* border is safe */ bd[i][0] = bd[i][shape[1]-1] = 0; for (i = 0; i < shape[1]; ++i) bd[0][i] = bd[shape[0]-1][i] = 0; { time_t seed; /* now I would choose /dev/random */ printf("seed is %u\n",(unsigned)seed); time(&seed), SRANDOM((unsigned)seed); } c = BIND(pct,1,99)*x*y/100; /* number of mines to set */ while(c) { i = RANDOM(), j = 1+i%y, i = 1+(i>>16)%x; if (! DETECT(bd[i][j],MINE)) /* 1 mine per site */ --c, SET_BIT(bd[i][j],MINE); } DEBUG_CODE(matprint(bd,2,shape,sizeof(int),pchr);) RWS = x+1, CLS = y+1; /* shape now stores the upper bounds */ }   struct { int i,j; } neighbor[] = { {-1,-1}, {-1, 0}, {-1, 1}, { 0,-1}, /*home*/ { 0, 1}, { 1,-1}, { 1, 0}, { 1, 1} }; /* NEIGHBOR seems to map 0..8 to local 2D positions */ #define NEIGHBOR(I,J,K) (bd[(I)+neighbor[K].i][(J)+neighbor[K].j])   int cnx(int i,int j,char w) { /* count neighbors with property w */ int k,c = 0; for (k = 0; k < DIM(neighbor); ++k) c += DETECT(NEIGHBOR(i,j,k),w); return c; }   int row,col; #define ME bd[row+1][col+1]   int step(void) { if (DETECT(ME,FLAG)) return 1; /* flags offer protection */ if (DETECT(ME,MINE)) return 0; /* lose */ CLR_BIT(ME,UNKN); return 1; }   int autoplay(void) { int i,j,k,change,m; if (!step()) return 0; do /* while changing */ for (change = 0, i = 1; i < RWS; ++i) for (j = 1; j < CLS; ++j) if (!DETECT(bd[i][j],UNKN)) { /* consider nghbrs of safe cells */ m = cnx(i,j,MINE); if (cnx(i,j,FLAG) == m) { /* mines appear flagged */ for (k = 0; k < DIM(neighbor); ++k) if (DETECT(NEIGHBOR(i,j,k),UNKN)&&!DETECT(NEIGHBOR(i,j,k),FLAG)) { if (DETECT(NEIGHBOR(i,j,k),MINE)) { /* OOPS! */ row = i+neighbor[k].i-1, col = j+neighbor[k].j-1; return 0; } change = 1, CLR_BIT(NEIGHBOR(i,j,k),UNKN); } } else if (cnx(i,j,UNKN) == m) for (k = 0; k < DIM(neighbor); ++k) if (DETECT(NEIGHBOR(i,j,k),UNKN)) change = 1, SET_BIT(NEIGHBOR(i,j,k),FLAG); } while (change); return 1; }   void takedisplay(void) { initscr(), cbreak(), noecho(), nonl(); }   void help(void) { move(RWS,1),clrtoeol(), printw("move:hjkl flag:Ff step:Ss other:qd?"); }   void draw(void) { int i,j,w; const char*s1 = " 12345678"; move(1,1); for (i = 1; i < RWS; ++i, addstr("\n ")) for (j = 1; j < CLS; ++j, addch(' ')) { w = bd[i][j]; if (!DETECT(w,UNKN)) { w = cnx(i,j,MINE)-cnx(i,j,FLAG); if (w < 0) attr_on(WA_STANDOUT,NULL), w = -w; addch(s1[w]); attr_off(WA_STANDOUT,NULL); } else if (DETECT(w,FLAG)) addch('F'); else addch('*'); } move(row+1,2*col+1); refresh(); }   void show(int win) { int i,j,w; const char*s1 = " 12345678"; move(1,1); for (i = 1; i < RWS; ++i, addstr("\n ")) for (j = 1; j < CLS; ++j, addch(' ')) { w = bd[i][j]; if (!DETECT(w,UNKN)) { w = cnx(i,j,MINE)-cnx(i,j,FLAG); if (w < 0) attr_on(WA_STANDOUT,NULL), w = -w; addch(s1[w]); attr_off(WA_STANDOUT,NULL); } else if (DETECT(w,FLAG)) if (DETECT(w,MINE)) addch('F'); else attr_on(WA_STANDOUT,NULL), addch('F'),attr_off(WA_STANDOUT,NULL); else if (DETECT(w,MINE)) addch('M'); else addch('*'); } mvaddch(row+1,2*col,'('), mvaddch(row+1,2*(col+1),')'); move(RWS,0); refresh(); }   #define HINTBIT(W) s3[DETECT(bd[r][c],(W))] #define NEIGCNT(W) s4[cnx(r,c,(W))]   const char*s3="01", *s4="012345678";   void dbg(int r, int c) { int i,j,unkns=0,mines=0,flags=0,pct; char o[6]; static int hint; for (i = 1; i < RWS; ++i) for (j = 1; j < CLS; ++j) unkns += DETECT(bd[i][j],UNKN), mines += DETECT(bd[i][j],MINE), flags += DETECT(bd[i][j],FLAG); move(RWS,1), clrtoeol(); pct = 0.5+100.0*(mines-flags)/MAX(1,unkns-flags); if (++hint<4) o[0] = HINTBIT(UNKN), o[1] = HINTBIT(MINE), o[2] = HINTBIT(FLAG), o[3] = HINTBIT(UNKN), o[4] = NEIGCNT(MINE), o[5] = NEIGCNT(FLAG); else memset(o,'?',sizeof(o)); printw("(%c%c%c) u=%c, m=%c, f=%c,  %d/%d (%d%%) remain.", o[0],o[1],o[2],o[3],o[4],o[5],mines-flags,unkns-flags,pct); } #undef NEIGCNT #undef HINTBIT   void toggleflag(void) { if (DETECT(ME,UNKN)) TGL_BIT(ME,FLAG); } int sureflag(void) { toggleflag(); return autoplay(); } int play(int*win) { int c = getch(), d = tolower(c); if ('q' == d) return 0; else if ('?' == c) help(); else if ('h' == d) col = MODDEC(col,CLS-1); else if ('l' == d) col = MODINC(col,CLS-1); else if ('k' == d) row = MODDEC(row,RWS-1); else if ('j' == d) row = MODINC(row,RWS-1); else if ('f' == c) toggleflag(); else if ('s' == c) return *win = step(); else if ('S' == c) return *win = autoplay(); else if ('F' == c) return *win = sureflag(); else if ('d' == d) dbg(row+1,col+1); return 1; }   int convert(const char*name,const char*s) { if (strlen(s) == strspn(s,"0123456789")) return atoi(s); fprintf(stderr," use:  %s [rows [columns [percentBombs]]]\n",name); fprintf(stderr,"default:  %s 20 30 25\n",name); exit(EXIT_SUCCESS); }   void parse_command_line(int ac,char*av[],int*a,int*b,int*c) { switch (ac) { default: case 4: *c = convert(*av,av[3]); case 3: *b = convert(*av,av[2]); case 2: *a = convert(*av,av[1]); case 1: ; } }   int main(int ac,char*av[],char*env[]) { int win = 1, rows = 20, cols = 30, prct = 25; parse_command_line(ac,av,&rows,&cols,&prct); populate(rows,cols,prct); takedisplay(); while(draw(), play(&win)); show(win); free(bd); # ifdef __unix__ { const char*s = "/bin/stty"; execl(s,s,"sane",(const char*)NULL); } # endif return 0; }
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#FreeBASIC
FreeBASIC
#define limit1 900 #define limit2 18703890759446315   Dim As Ulongint nplus, lenplus, prod Dim As Boolean plusflag = false, flag Dim As String pstr Dim As Integer plus(6) = {297,576,594,891,909,999}   Print !"Minimum positive multiple in base 10 using only 0 and 1:\n" Print " N * multiplier = B10" For n As Ulongint = 1 To limit1 If n = 106 Then plusflag = true nplus = 0 End If lenplus = Ubound(plus) If plusflag = true Then nplus += 1 If nplus < lenplus+1 Then n = plus(nplus) Else Exit For End If End If For m As Ulongint = 1 To limit2 flag = true prod = n*m pstr = Str(prod) For p As Ulongint = 1 To Len(pstr) If Not(Mid(pstr,p,1) = "0" Or Mid(pstr,p,1) = "1") Then flag = false Exit For End If Next p If flag = true Then Print Using "### * ################ = &"; n; m; pstr Exit For End If Next m If n = 10 Then n = 94 : End If Next n Sleep
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#FreeBASIC
FreeBASIC
    'From first principles (No external library) Function _divide(n1 As String,n2 As String,decimal_places As Integer=10,dpflag As String="s") As String Dim As String number=n1,divisor=n2 dpflag=Lcase(dpflag) 'For MOD Dim As Integer modstop If dpflag="mod" Then If Len(n1)<Len(n2) Then Return n1 If Len(n1)=Len(n2) Then If n1<n2 Then Return n1 End If modstop=Len(n1)-Len(n2)+1 End If If dpflag<>"mod" Then If dpflag<>"s" Then dpflag="raw" End If Dim runcount As Integer '_______ LOOK UP TABLES ______________ Dim Qmod(0 To 19) As Ubyte Dim bool(0 To 19) As Ubyte For z As Integer=0 To 19 Qmod(z)=(z Mod 10+48) bool(z)=(-(10>z)) Next z Dim answer As String 'THE ANSWER STRING   '_______ SET THE DECIMAL WHERE IT SHOULD BE AT _______ Dim As String part1,part2 #macro set(decimal) #macro insert(s,char,position) If position > 0 And position <=Len(s) Then part1=Mid(s,1,position-1) part2=Mid(s,position) s=part1+char+part2 End If #endmacro insert(answer,".",decpos) answer=thepoint+zeros+answer If dpflag="raw" Then answer=Mid(answer,1,decimal_places) End If #endmacro '______________________________________________ '__________ SPLIT A STRING ABOUT A CHARACTRR __________ Dim As String var1,var2 Dim pst As Integer #macro split(stri,char,var1,var2) pst=Instr(stri,char) var1="":var2="" If pst<>0 Then var1=Rtrim(Mid(stri,1,pst),".") var2=Ltrim(Mid(stri,pst),".") Else var1=stri End If #endmacro   #macro Removepoint(s) split(s,".",var1,var2) #endmacro '__________ GET THE SIGN AND CLEAR THE -ve __________________ Dim sign As String If Left(number,1)="-" Xor Left (divisor,1)="-" Then sign="-" If Left(number,1)="-" Then number=Ltrim(number,"-") If Left (divisor,1)="-" Then divisor=Ltrim(divisor,"-")   'DETERMINE THE DECIMAL POSITION BEFORE THE DIVISION Dim As Integer lennint,lenddec,lend,lenn,difflen split(number,".",var1,var2) lennint=Len(var1) split(divisor,".",var1,var2) lenddec=Len(var2)   If Instr(number,".") Then Removepoint(number) number=var1+var2 End If If Instr(divisor,".") Then Removepoint(divisor) divisor=var1+var2 End If Dim As Integer numzeros numzeros=Len(number) number=Ltrim(number,"0"):divisor=Ltrim (divisor,"0") numzeros=numzeros-Len(number) lend=Len(divisor):lenn=Len(number) If lend>lenn Then difflen=lend-lenn Dim decpos As Integer=lenddec+lennint-lend+2-numzeros 'THE POSITION INDICATOR Dim _sgn As Byte=-Sgn(decpos) If _sgn=0 Then _sgn=1 Dim As String thepoint=String(_sgn,".") 'DECIMAL AT START (IF) Dim As String zeros=String(-decpos+1,"0")'ZEROS AT START (IF) e.g. .0009 If dpflag<>"mod" Then If Len(zeros) =0 Then dpflag="s" End If Dim As Integer runlength If Len(zeros) Then runlength=decimal_places answer=String(Len(zeros)+runlength+10,"0") If dpflag="raw" Then runlength=1 answer=String(Len(zeros)+runlength+10,"0") If decimal_places>Len(zeros) Then runlength=runlength+(decimal_places-Len(zeros)) answer=String(Len(zeros)+runlength+10,"0") End If End If   Else decimal_places=decimal_places+decpos runlength=decimal_places answer=String(Len(zeros)+runlength+10,"0") End If '___________DECIMAL POSITION DETERMINED _____________   'SET UP THE VARIABLES AND START UP CONDITIONS number=number+String(difflen+decimal_places,"0") Dim count As Integer Dim temp As String Dim copytemp As String Dim topstring As String Dim copytopstring As String Dim As Integer lenf,lens Dim As Ubyte takeaway,subtractcarry Dim As Integer n3,diff If Ltrim(divisor,"0")="" Then Return "Error :division by zero" lens=Len(divisor) topstring=Left(number,lend) copytopstring=topstring Do count=0 Do count=count+1 copytemp=temp   Do '___________________ QUICK SUBTRACTION loop _________________   lenf=Len(topstring) If lens<lenf=0 Then 'not If Lens>lenf Then temp= "done" Exit Do End If If divisor>topstring Then temp= "done" Exit Do End If End If   diff=lenf-lens temp=topstring subtractcarry=0   For n3=lenf-1 To diff Step -1 takeaway= topstring[n3]-divisor[n3-diff]+10-subtractcarry temp[n3]=Qmod(takeaway) subtractcarry=bool(takeaway) Next n3 If subtractcarry=0 Then Exit Do If n3=-1 Then Exit Do For n3=n3 To 0 Step -1 takeaway= topstring[n3]-38-subtractcarry temp[n3]=Qmod(takeaway) subtractcarry=bool(takeaway) If subtractcarry=0 Then Exit Do Next n3 Exit Do   Loop 'single run temp=Ltrim(temp,"0") If temp="" Then temp= "0" topstring=temp Loop Until temp="done" ' INDIVIDUAL CHARACTERS CARVED OFF ________________ runcount=runcount+1 If count=1 Then topstring=copytopstring+Mid(number,lend+runcount,1) Else topstring=copytemp+Mid(number,lend+runcount,1) End If copytopstring=topstring topstring=Ltrim(topstring,"0") If dpflag="mod" Then If runcount=modstop Then If topstring="" Then Return "0" Return Mid(topstring,1,Len(topstring)-1) End If End If answer[runcount-1]=count+47 If topstring="" And runcount>Len(n1)+1 Then Exit Do End If Loop Until runcount=runlength+1   ' END OF RUN TO REQUIRED DECIMAL PLACES set(decimal) 'PUT IN THE DECIMAL POINT 'THERE IS ALWAYS A DECIMAL POINT SOMEWHERE IN THE ANSWER 'NOW GET RID OF IT IF IT IS REDUNDANT answer=Rtrim(answer,"0") answer=Rtrim(answer,".") answer=Ltrim(answer,"0") If answer="" Then Return "0" Return sign+answer End Function   Dim Shared As Integer _Mod(0 To 99),_Div(0 To 99) For z As Integer=0 To 99:_Mod(z)=(z Mod 10+48):_Div(z)=z\10:Next   Function Qmult(a As String,b As String) As String Var flag=0,la = Len(a),lb = Len(b) If Len(b)>Len(a) Then flag=1:Swap a,b:Swap la,lb Dim As Ubyte n,carry,ai Var c =String(la+lb,"0") For i As Integer =la-1 To 0 Step -1 carry=0:ai=a[i]-48 For j As Integer =lb-1 To 0 Step -1 n = ai * (b[j]-48) + (c[i+j+1]-48) + carry carry =_Div(n):c[i+j+1]=_Mod(n) Next j c[i]+=carry Next i If flag Then Swap a,b Return Ltrim(c,"0") End Function '======================================================================= #define mod_(a,b) _divide((a),(b),,"mod") #define div_(a,b) iif(len((a))<len((b)),"0",_divide((a),(b),-2))   Function Modular_Exponentiation(base_num As String, exponent As String, modulus As String) As String Dim b1 As String = base_num Dim e1 As String = exponent Dim As String result="1" b1 = mod_(b1,modulus) Do While e1 <> "0" Var L=Len(e1)-1 If e1[L] And 1 Then result=mod_(Qmult(result,b1),modulus) End If b1=mod_(qmult(b1,b1),modulus) e1=div_(e1,"2") Loop Return result End Function         var base_num="2988348162058574136915891421498819466320163312926952423791023078876139" var exponent="2351399303373464486466122544523690094744975233415544072992656881240319" var modulus="10000000000000000000000000000000000000000" dim as double t=timer var ans=Modular_Exponentiation(base_num,exponent,modulus) print "Result:" Print ans print "time taken ";(timer-t)*1000;" milliseconds" Print "Done" Sleep        
http://rosettacode.org/wiki/Metronome
Metronome
The task is to implement a   metronome. The metronome should be capable of producing high and low audio beats, accompanied by a visual beat indicator, and the beat pattern and tempo should be configurable. For the purpose of this task, it is acceptable to play sound files for production of the beat notes, and an external player may be used. However, the playing of the sounds should not interfere with the timing of the metronome. The visual indicator can simply be a blinking red or green area of the screen (depending on whether a high or low beat is being produced), and the metronome can be implemented using a terminal display, or optionally, a graphical display, depending on the language capabilities. If the language has no facility to output sound, then it is permissible for this to implemented using just the visual indicator.
#11l
11l
F main(bpm = 72, bpb = 4) V t = 60.0 / bpm V counter = 0 L counter++ I counter % bpb != 0 print(‘tick’) E print(‘TICK’) sleep(t)   main()
http://rosettacode.org/wiki/Metered_concurrency
Metered concurrency
The goal of this task is to create a counting semaphore used to control the execution of a set of concurrent units. This task intends to demonstrate coordination of active concurrent units through the use of a passive concurrent unit. The operations for a counting semaphore are acquire, release, and count. Each active concurrent unit should attempt to acquire the counting semaphore before executing its assigned duties. In this case the active concurrent unit should report that it has acquired the semaphore. It should sleep for 2 seconds and then release the semaphore.
#Ada
Ada
package Semaphores is protected type Counting_Semaphore(Max : Positive) is entry Acquire; procedure Release; function Count return Natural; private Lock_Count : Natural := 0; end Counting_Semaphore; end Semaphores;
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#PARI.2FGP
PARI/GP
Mod(3,7)+Mod(4,7)
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Perl
Perl
use Math::ModInt qw(mod); sub f { my $x = shift; $x**100 + $x + 1 }; print f mod(10, 13);
http://rosettacode.org/wiki/Minimum_multiple_of_m_where_digital_sum_equals_m
Minimum multiple of m where digital sum equals m
Generate the sequence a(n) when each element is the minimum integer multiple m such that the digit sum of n times m is equal to n. Task Find the first 40 elements of the sequence. Stretch Find the next 30 elements of the sequence. See also OEIS:A131382 - Minimal number m such that Sum_digits(n*m)=n
#XPL0
XPL0
func SumDigits(N); \Return sum of digits in N int N, S; [S:= 0; while N do [N:= N/10; S:= S + rem(0); ]; return S; ];   int C, N, M; [C:= 0; N:= 1; repeat M:= 1; while SumDigits(N*M) # N do M:= M+1; IntOut(0, M); C:= C+1; if rem (C/10) then ChOut(0, 9\tab\) else CrLf(0); N:= N+1; until C >= 40+30; ]
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#XPL0
XPL0
int MinSteps, \minimal number of steps to get to 1 Subtractor; \1 or 2 char Ns(20000), Ops(20000), MinNs(20000), MinOps(20000);   proc Reduce(N, Step); \Reduce N to 1, recording minimum steps int N, Step, I; [if N = 1 then [if Step < MinSteps then [for I:= 0 to Step-1 do [MinOps(I):= Ops(I); MinNs(I):= Ns(I); ]; MinSteps:= Step; ]; ]; if Step >= MinSteps then return; \don't search further if rem(N/3) = 0 then [Ops(Step):= 3; Ns(Step):= N/3; Reduce(N/3, Step+1)]; if rem(N/2) = 0 then [Ops(Step):= 2; Ns(Step):= N/2; Reduce(N/2, Step+1)]; Ops(Step):= -Subtractor; Ns(Step):= N-Subtractor; Reduce(N-Subtractor, Step+1); ]; \Reduce   proc ShowSteps(N); \Show minimal steps and how N steps to 1 int N, I; [MinSteps:= $7FFF_FFFF; Reduce(N, 0); Text(0, "N = "); IntOut(0, N); Text(0, " takes "); IntOut(0, MinSteps); Text(0, " steps: N "); for I:= 0 to MinSteps-1 do [Text(0, if extend(MinOps(I)) < 0 then "-" else "/"); IntOut(0, abs(extend(MinOps(I)))); Text(0, "=>"); IntOut(0, MinNs(I)); Text(0, " "); ]; CrLf(0); ]; \ShowSteps   proc ShowCount(Range); \Show count of maximum minimal steps and their Ns int Range; int N, MaxSteps; [MaxSteps:= 0; \find maximum number of minimum steps for N:= 1 to Range do [MinSteps:= $7FFF_FFFF; Reduce(N, 0); if MinSteps > MaxSteps then MaxSteps:= MinSteps; ]; Text(0, "Maximum steps: "); IntOut(0, MaxSteps); Text(0, " for N = "); for N:= 1 to Range do \show numbers (Ns) for Maximum steps [MinSteps:= $7FFF_FFFF; Reduce(N, 0); if MinSteps = MaxSteps then [IntOut(0, N); Text(0, " "); ]; ]; CrLf(0); ]; \ShowCount   int N; [Subtractor:= 1; \1. for N:= 1 to 10 do ShowSteps(N); ShowCount(2000); \2. ShowCount(20_000); \2a. Subtractor:= 2; \3. for N:= 1 to 10 do ShowSteps(N); ShowCount(2000); \4. ShowCount(20_000); \4a. ]
http://rosettacode.org/wiki/Minimal_steps_down_to_1
Minimal steps down to 1
Given: A starting, positive integer (greater than one), N. A selection of possible integer perfect divisors, D. And a selection of possible subtractors, S. The goal is find the minimum number of steps necessary to reduce N down to one. At any step, the number may be: Divided by any member of D if it is perfectly divided by D, (remainder zero). OR have one of S subtracted from it, if N is greater than the member of S. There may be many ways to reduce the initial N down to 1. Your program needs to: Find the minimum number of steps to reach 1. Show one way of getting fron N to 1 in those minimum steps. Examples No divisors, D. a single subtractor of 1. Obviousely N will take N-1 subtractions of 1 to reach 1 Single divisor of 2; single subtractor of 1: N = 7 Takes 4 steps N -1=> 6, /2=> 3, -1=> 2, /2=> 1 N = 23 Takes 7 steps N -1=>22, /2=>11, -1=>10, /2=> 5, -1=> 4, /2=> 2, /2=> 1 Divisors 2 and 3; subtractor 1: N = 11 Takes 4 steps N -1=>10, -1=> 9, /3=> 3, /3=> 1 Task Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 1: 1. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 2. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Using the possible divisors D, of 2 and 3; together with a possible subtractor S, of 2: 3. Show the number of steps and possible way of diminishing the numbers 1 to 10 down to 1. 4. Show a count of, and the numbers that: have the maximum minimal_steps_to_1, in the range 1 to 2,000. Optional stretch goal 2a, and 4a: As in 2 and 4 above, but for N in the range 1 to 20_000 Reference Learn Dynamic Programming (Memoization & Tabulation) Video of similar task.
#zkl
zkl
var minCache; // (val:(newVal,op,steps)) fcn buildCache(N,D,S){ minCache=Dictionary(1,T(1,"",0)); foreach n in ([2..N]){ ops:=List(); foreach d in (D){ if(n%d==0) ops.append(T(n/d, String("/",d))) } foreach s in (S){ if(n>s) ops.append(T(n - s,String("-",s))) } mcv:=fcn(op){ minCache[op[0]][2] }; // !ACK!, dig out steps v,op := ops.reduce( // find min steps to get to op 'wrap(vo1,vo2){ if(mcv(vo1)<mcv(vo2)) vo1 else vo2 }); minCache[n]=T(v, op, 1 + minCache[v][2]) // this many steps to get to n } } fcn stepsToOne(N){ // D & S are determined by minCache ops,steps := Sink(String).write(N), minCache[N][2]; do(steps){ v,o,s := minCache[N]; ops.write(" ",o,"-->",N=v); } return(steps,ops.close()) }
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#Xanadu
Xanadu
  int abs(i: int) { if (i >= 0) return i; else return -i; }   unit print_dots(n: int) { while (n > 0) { print_string("."); n = n - 1; } return; }   {size:int | 0 < size} unit print_board (board[size]: int, size: int(size)) { var: int n, row;;   invariant: [i:nat] (row: int(i)) for (row = 0; row < size; row = row + 1) { n = board[row]; print_dots(n-1); print_string("Q"); print_dots(size - n); print_newline(); } print_newline(); return; }   {size:int, j:int | 0 <= j < size} bool test (j: int(j), board[size]: int) { var: int diff, i, qi, qj;;   qj = board[j];   invariant: [i:nat] (i: int(i)) for (i = 0; i < j; i = i + 1) { qi = board[i]; diff = abs (qi - qj); if (diff == 0) { return false; } else { if (diff == j - i) return false; } } return true; }   {size:int | 0 < size} nat queen(size: int(size)) { var: int board[], next, row; nat count;;   count = 0; row = 0; board = alloc(size, 0);   invariant: [n:nat | n < size] (row: int(n)) while (true) { next = board[row]; next = next + 1; if (next > size) { if (row == 0) break; else { board[row] = 0; row = row - 1; } } else { board[row] = next; if (test(row, board)) { row = row + 1; if (row == size) { count = count + 1; print_board(board, size); row = row - 1; } } } } return count; }   int main () { return queen (8); }
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#Wren
Wren
var M // forward declaration   var F = Fn.new { |n| if (n == 0) return 1 return n - M.call(F.call(n-1)) }   M = Fn.new { |n| if (n == 0) return 0 return n - F.call(M.call(n-1)) }   System.write("F(0..20): ") (0..20).each { |i| System.write("%(F.call(i)) ") } System.write("\nM(0..20): ") (0..20).each { |i| System.write("%(M.call(i)) ") } System.print()
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#Picat
Picat
go => N=12, make_table(N), nl.   % % Make a table of size N % make_table(N) => printf(" "), foreach(I in 1..N) printf("%4w", I) end, nl, println(['-' : _ in 1..(N+1)*4+1]), foreach(I in 1..N) printf("%2d | ", I), foreach(J in 1..N) if J>=I then printf("%4w", I*J) else printf(" ") end end, nl end, nl.
http://rosettacode.org/wiki/Mind_boggling_card_trick
Mind boggling card trick
Mind boggling card trick You are encouraged to solve this task according to the task description, using any language you may know. Matt Parker of the "Stand Up Maths channel" has a   YouTube video   of a card trick that creates a semblance of order from chaos. The task is to simulate the trick in a way that mimics the steps shown in the video. 1. Cards. Create a common deck of cards of 52 cards   (which are half red, half black). Give the pack a good shuffle. 2. Deal from the shuffled deck, you'll be creating three piles. Assemble the cards face down. Turn up the   top card   and hold it in your hand. if the card is   black,   then add the   next   card (unseen) to the "black" pile. If the card is     red,    then add the   next   card (unseen) to the   "red"  pile. Add the   top card   that you're holding to the discard pile.   (You might optionally show these discarded cards to get an idea of the randomness). Repeat the above for the rest of the shuffled deck. 3. Choose a random number   (call it X)   that will be used to swap cards from the "red" and "black" piles. Randomly choose   X   cards from the   "red"  pile (unseen), let's call this the   "red"  bunch. Randomly choose   X   cards from the "black" pile (unseen), let's call this the "black" bunch. Put the     "red"    bunch into the   "black" pile. Put the   "black"   bunch into the     "red"  pile. (The above two steps complete the swap of   X   cards of the "red" and "black" piles. (Without knowing what those cards are --- they could be red or black, nobody knows). 4. Order from randomness? Verify (or not) the mathematician's assertion that: The number of black cards in the "black" pile equals the number of red cards in the "red" pile. (Optionally, run this simulation a number of times, gathering more evidence of the truthfulness of the assertion.) Show output on this page.
#AutoHotkey
AutoHotkey
;========================================================== ; create cards cards := [], suits := ["♠","♥","♦","♣"], num := 0 for i, v in StrSplit("A,2,3,4,5,6,7,8,9,10,J,Q,K",",") for i, suit in suits cards[++num] := v suit ;========================================================== ; create gui w := 40 Gui, font, S10 Gui, font, S10 CRed Gui, add, text, w100 , Face Up Red loop, 26 Gui, add, button, % "x+0 w" w " vFR" A_Index Gui, add, text, xs w100 , Face Down loop, 26 Gui, add, button, % "x+0 w" w " vHR" A_Index Gui, font, S10 CBlack Gui, add, text, xs w100 , Face Up Black loop, 26 Gui, add, button, % "x+0 w" w " vFB" A_Index Gui, add, text, xs w100 , Face Down loop, 26 Gui, add, button, % "x+0 w" w " vHB" A_Index Gui, add, button, xs gShuffle , Shuffle Gui, add, button, x+1 Disabled vDeal gDeal , Deal Gui, add, button, x+1 Disabled vMove gMove, Move Gui, add, button, x+1 Disabled vShowAll gShowAll , Show All Gui, add, button, x+1 Disabled vPeak gPeak, Peak Gui, add, StatusBar Gui, show SB_SetParts(200,200) SB_SetText("0 Face Down Red Cards", 1) SB_SetText("0 Face Down Black Cards", 2) return ;========================================================== Shuffle: list := "", shuffled := [] Loop, 52 list .= A_Index "," list := Trim(list, ",") Sort, list, Random D, loop, parse, list, `, shuffled[A_Index] := cards[A_LoopField] loop, 26{ GuiControl,, % "FR" A_Index GuiControl,, % "FB" A_Index GuiControl,, % "HR" A_Index GuiControl,, % "HB" A_Index } GuiControl, Enable, Deal GuiControl, Disable, Move GuiControl, Disable, ShowAll GuiControl, Enable, Peak return ;========================================================== peak: list := "" for i, v in shuffled list .= i ": " v (mod(i,2)?"`t":"`n") ToolTip , % list, 1000, 0 return ;========================================================== Deal: Color := "", GuiControl, Disable, Deal FaceRed:= [], FaceBlack := [], HiddenRed := [], HiddenBlack := [], toggle := 0 for i, card in shuffled if toggle:=!toggle { if InStr(card, "♥") || InStr(card, "♦") { Color := "Red" faceRed.push(card) GuiControl,, % "FR" faceRed.Count(), % card } else if InStr(card, "♠") || InStr(card, "♣") { Color := "Black" faceBlack.push(card) GuiControl,, % "FB" faceBlack.Count(), % card } } else{ Hidden%Color%.push(card) GuiControl,, % (color="red"?"HR":"HB") Hidden%Color%.Count(), % "?" Sleep, 50 } GuiControl, Enable, Move GuiControl, Enable, ShowAll return ;========================================================== Move: tempR := [], tempB := [] Random, rndcount, 1, % HiddenRed.Count() < HiddenBlack.Count() ? HiddenRed.Count() : HiddenBlack.Count() loop, % rndcount{ Random, rnd, 1, % HiddenRed.Count() Random, rnd, 1, % HiddenBlack.Count() tempR.push(HiddenRed.RemoveAt(rnd)) tempB.push(HiddenBlack.RemoveAt(rnd)) } list := "" for i, v in tempR list .= v "`t" tempB[i] "`n" MsgBox % "swapping " rndcount " cards between face down Red and face down Black`n" (ShowAll?"Red`tBlack`n" list:"") for i, v in tempR HiddenBlack.Push(v) for i, v in tempB HiddenRed.push(v) if ShowAll gosub, ShowAll return ;========================================================== ShowAll: ShowAll := true, countR := countB := 0 loop, 26{ GuiControl,, % "HR" A_Index GuiControl,, % "HB" A_Index } for i, card in HiddenRed GuiControl,, % "HR" i, % (card~= "[♥♦]"?"[":"") card (card~= "[♥♦]"?"]":"") , countR := (card~= "[♥♦]") ? countR+1 : countR for i, card in HiddenBlack GuiControl,, % "HB" i, % (card~= "[♠♣]"?"[":"") card (card~= "[♠♣]"?"]":"") , countB := (card~= "[♠♣]") ? countB+1 : countB SB_SetText(countR " Face Down Red Cards", 1) SB_SetText(countB " Face Down Black Cards", 2) return ;==========================================================
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#ALGOL_68
ALGOL 68
# Find Mian-Chowla numbers: an where: ai = 1, and: an = smallest integer such that ai + aj is unique for all i, j in 1 .. n && i <= j # BEGIN INT max mc = 100; [ max mc ]INT mc; INT curr size := 0; # initial size of the array # INT size increment = 10 000; # size to increase the array by # REF[]BOOL is sum := HEAP[ 1 : 0 ]BOOL; INT mc count := 1; FOR i WHILE mc count <= max mc DO # assume i will be part of the sequence # mc[ mc count ] := i; # check the sums # IF ( 2 * i ) > curr size THEN # the is sum array is too small - make a larger one # REF[]BOOL new sum = HEAP[ curr size + size increment ]BOOL; new sum[ 1 : curr size ] := is sum; FOR n TO size increment DO new sum[ curr size + n ] := FALSE OD; curr size +:= size increment; is sum := new sum FI; BOOL is unique := TRUE; FOR mc pos TO mc count WHILE is unique := NOT is sum[ i + mc[ mc pos ] ] DO SKIP OD; IF is unique THEN # i is a sequence element - store the sums # FOR k TO mc count DO is sum[ i + mc[ k ] ] := TRUE OD; mc count +:= 1 FI OD;   # print parts of the sequence # print( ( "Mian Chowla sequence elements 1..30:", newline ) ); FOR i TO 30 DO print( ( " ", whole( mc[ i ], 0 ) ) ) OD; print( ( newline ) ); print( ( "Mian Chowla sequence elements 91..100:", newline ) ); FOR i FROM 91 TO 100 DO print( ( " ", whole( mc[ i ], 0 ) ) ) OD   END
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#C.23
C#
using System; using System.Drawing; using System.Windows.Forms;   class MineFieldModel { public int RemainingMinesCount{ get{ var count = 0; ForEachCell((i,j)=>{ if (Mines[i,j] && !Marked[i,j]) count++; }); return count; } }   public bool[,] Mines{get; private set;} public bool[,] Opened{get;private set;} public bool[,] Marked{get; private set;} public int[,] Values{get;private set; } public int Width{ get{return Mines.GetLength(1);} } public int Height{ get{return Mines.GetLength(0);} }   public MineFieldModel(bool[,] mines) { this.Mines = mines; this.Opened = new bool[Height, Width]; // filled with 'false' by default this.Marked = new bool[Height, Width]; this.Values = CalculateValues(); }   private int[,] CalculateValues() { int[,] values = new int[Height, Width]; ForEachCell((i,j) =>{ var value = 0; ForEachNeighbor(i,j, (i1,j1)=>{ if (Mines[i1,j1]) value++; }); values[i,j] = value; }); return values; }   // Helper method for iterating over cells public void ForEachCell(Action<int,int> action) { for (var i = 0; i < Height; i++) for (var j = 0; j < Width; j++) action(i,j); }   // Helper method for iterating over cells' neighbors public void ForEachNeighbor(int i, int j, Action<int,int> action) { for (var i1 = i-1; i1 <= i+1; i1++) for (var j1 = j-1; j1 <= j+1; j1++) if (InBounds(j1, i1) && !(i1==i && j1 ==j)) action(i1, j1); }   private bool InBounds(int x, int y) { return y >= 0 && y < Height && x >=0 && x < Width; }   public event Action Exploded = delegate{}; public event Action Win = delegate{}; public event Action Updated = delegate{};   public void OpenCell(int i, int j){ if(!Opened[i,j]){ if (Mines[i,j]) Exploded(); else{ OpenCellsStartingFrom(i,j); Updated(); CheckForVictory(); } } }   void OpenCellsStartingFrom(int i, int j) { Opened[i,j] = true; ForEachNeighbor(i,j, (i1,j1)=>{ if (!Mines[i1,j1] && !Opened[i1,j1] && !Marked[i1,j1]) OpenCellsStartingFrom(i1, j1); }); }   void CheckForVictory(){ int notMarked = 0; int wrongMarked = 0; ForEachCell((i,j)=>{ if (Mines[i,j] && !Marked[i,j]) notMarked++; if (!Mines[i,j] && Marked[i,j]) wrongMarked++; }); if (notMarked == 0 && wrongMarked == 0) Win(); }   public void Mark(int i, int j){ if (!Opened[i,j]) Marked[i,j] = true; Updated(); CheckForVictory(); } }   class MineFieldView: UserControl{ public const int CellSize = 40;   MineFieldModel _model; public MineFieldModel Model{ get{ return _model; } set { _model = value; this.Size = new Size(_model.Width * CellSize+1, _model.Height * CellSize+2); } }   public MineFieldView(){ //Enable double-buffering to eliminate flicker this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer,true); this.Font = new Font(FontFamily.GenericSansSerif, 14, FontStyle.Bold);   this.MouseUp += (o,e)=>{ Point cellCoords = GetCell(e.Location); if (Model != null) { if (e.Button == MouseButtons.Left) Model.OpenCell(cellCoords.Y, cellCoords.X); else if (e.Button == MouseButtons.Right) Model.Mark(cellCoords.Y, cellCoords.X); } }; }   Point GetCell(Point coords) { var rgn = ClientRectangle; var x = (coords.X - rgn.X)/CellSize; var y = (coords.Y - rgn.Y)/CellSize; return new Point(x,y); }   static readonly Brush MarkBrush = new SolidBrush(Color.Blue); static readonly Brush ValueBrush = new SolidBrush(Color.Black); static readonly Brush UnexploredBrush = new SolidBrush(SystemColors.Control); static readonly Brush OpenBrush = new SolidBrush(SystemColors.ControlDark);     protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); var g = e.Graphics; if (Model != null) { Model.ForEachCell((i,j)=> { var bounds = new Rectangle(j * CellSize, i * CellSize, CellSize, CellSize); if (Model.Opened[i,j]) { g.FillRectangle(OpenBrush, bounds); if (Model.Values[i,j] > 0) { DrawStringInCenter(g, Model.Values[i,j].ToString(), ValueBrush, bounds); } } else { g.FillRectangle(UnexploredBrush, bounds); if (Model.Marked[i,j]) { DrawStringInCenter(g, "?", MarkBrush, bounds); } var outlineOffset = 1; var outline = new Rectangle(bounds.X+outlineOffset, bounds.Y+outlineOffset, bounds.Width-2*outlineOffset, bounds.Height-2*outlineOffset); g.DrawRectangle(Pens.Gray, outline); } g.DrawRectangle(Pens.Black, bounds); }); }   }   static readonly StringFormat FormatCenter = new StringFormat { LineAlignment = StringAlignment.Center, Alignment=StringAlignment.Center };   void DrawStringInCenter(Graphics g, string s, Brush brush, Rectangle bounds) { PointF center = new PointF(bounds.X + bounds.Width/2, bounds.Y + bounds.Height/2); g.DrawString(s, this.Font, brush, center, FormatCenter); }   }   class MineSweepForm: Form {   MineFieldModel CreateField(int width, int height) { var field = new bool[height, width]; int mineCount = (int)(0.2 * height * width); var rnd = new Random(); while(mineCount > 0) { var x = rnd.Next(width); var y = rnd.Next(height); if (!field[y,x]) { field[y,x] = true; mineCount--; } } return new MineFieldModel(field); }   public MineSweepForm() { var model = CreateField(6, 4); var counter = new Label{ }; counter.Text = model.RemainingMinesCount.ToString(); var view = new MineFieldView { Model = model, BorderStyle = BorderStyle.FixedSingle, }; var stackPanel = new FlowLayoutPanel { Dock = DockStyle.Fill, FlowDirection = FlowDirection.TopDown, Controls = {counter, view} }; this.Controls.Add(stackPanel); model.Updated += delegate{ view.Invalidate(); counter.Text = model.RemainingMinesCount.ToString(); }; model.Exploded += delegate { MessageBox.Show("FAIL!"); Close(); }; model.Win += delegate { MessageBox.Show("WIN!"); view.Enabled = false; };   } }   class Program { static void Main() { Application.Run(new MineSweepForm()); } }
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#Go
Go
package main   import ( "fmt" "github.com/shabbyrobe/go-num" "strings" "time" )   func b10(n int64) { if n == 1 { fmt.Printf("%4d: %28s  %-24d\n", 1, "1", 1) return } n1 := n + 1 pow := make([]int64, n1) val := make([]int64, n1) var count, ten, x int64 = 0, 1, 1 for ; x < n1; x++ { val[x] = ten for j := int64(0); j < n1; j++ { if pow[j] != 0 && pow[(j+ten)%n] == 0 && pow[j] != x { pow[(j+ten)%n] = x } } if pow[ten] == 0 { pow[ten] = x } ten = (10 * ten) % n if pow[0] != 0 { break } } x = n if pow[0] != 0 { s := "" for x != 0 { p := pow[x%n] if count > p { s += strings.Repeat("0", int(count-p)) } count = p - 1 s += "1" x = (n + x - val[p]) % n } if count > 0 { s += strings.Repeat("0", int(count)) } mpm := num.MustI128FromString(s) mul := mpm.Quo64(n) fmt.Printf("%4d: %28s  %-24d\n", n, s, mul) } else { fmt.Println("Can't do it!") } }   func main() { start := time.Now() tests := [][]int64{{1, 10}, {95, 105}, {297}, {576}, {594}, {891}, {909}, {999}, {1998}, {2079}, {2251}, {2277}, {2439}, {2997}, {4878}} fmt.Println(" n B10 multiplier") fmt.Println("----------------------------------------------") for _, test := range tests { from := test[0] to := from if len(test) == 2 { to = test[1] } for n := from; n <= to; n++ { b10(n) } } fmt.Printf("\nTook %s\n", time.Since(start)) }
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Frink
Frink
a = 2988348162058574136915891421498819466320163312926952423791023078876139 b = 2351399303373464486466122544523690094744975233415544072992656881240319 println[modPow[a,b,10^40]]
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#GAP
GAP
# Built-in a := 2988348162058574136915891421498819466320163312926952423791023078876139; b := 2351399303373464486466122544523690094744975233415544072992656881240319; PowerModInt(a, b, 10^40); 1527229998585248450016808958343740453059   # Implementation PowerModAlt := function(a, n, m) local r; r := 1; while n > 0 do if IsOddInt(n) then r := RemInt(r*a, m); fi; n := QuoInt(n, 2); a := RemInt(a*a, m); od; return r; end;   PowerModAlt(a, b, 10^40);
http://rosettacode.org/wiki/Metronome
Metronome
The task is to implement a   metronome. The metronome should be capable of producing high and low audio beats, accompanied by a visual beat indicator, and the beat pattern and tempo should be configurable. For the purpose of this task, it is acceptable to play sound files for production of the beat notes, and an external player may be used. However, the playing of the sounds should not interfere with the timing of the metronome. The visual indicator can simply be a blinking red or green area of the screen (depending on whether a high or low beat is being produced), and the metronome can be implemented using a terminal display, or optionally, a graphical display, depending on the language capabilities. If the language has no facility to output sound, then it is permissible for this to implemented using just the visual indicator.
#Ada
Ada
  with Ada.Text_IO; use Ada.Text_IO;   --This package is for the delay. with Ada.Calendar; use Ada.Calendar;   --This package adds sound with Ada.Characters.Latin_1;   procedure Main is   begin   Put_Line ("Hello, this is 60 BPM");   loop   Ada.Text_IO.Put (Ada.Characters.Latin_1.BEL); delay 0.9; --Delay in seconds. If you change to 0.0 the program will crash.   end loop;   end Main;
http://rosettacode.org/wiki/Metered_concurrency
Metered concurrency
The goal of this task is to create a counting semaphore used to control the execution of a set of concurrent units. This task intends to demonstrate coordination of active concurrent units through the use of a passive concurrent unit. The operations for a counting semaphore are acquire, release, and count. Each active concurrent unit should attempt to acquire the counting semaphore before executing its assigned duties. In this case the active concurrent unit should report that it has acquired the semaphore. It should sleep for 2 seconds and then release the semaphore.
#ALGOL_68
ALGOL 68
SEMA sem = LEVEL 1;   PROC job = (INT n)VOID: ( printf(($" Job "d" acquired Semaphore ..."$,n)); TO 10000000 DO SKIP OD; printf(($" Job "d" releasing Semaphore"l$,n)) );   PAR ( ( DOWN sem ; job(1) ; UP sem ) , ( DOWN sem ; job(2) ; UP sem ) , ( DOWN sem ; job(3) ; UP sem ) )
http://rosettacode.org/wiki/Metered_concurrency
Metered concurrency
The goal of this task is to create a counting semaphore used to control the execution of a set of concurrent units. This task intends to demonstrate coordination of active concurrent units through the use of a passive concurrent unit. The operations for a counting semaphore are acquire, release, and count. Each active concurrent unit should attempt to acquire the counting semaphore before executing its assigned duties. In this case the active concurrent unit should report that it has acquired the semaphore. It should sleep for 2 seconds and then release the semaphore.
#BBC_BASIC
BBC BASIC
INSTALL @lib$+"TIMERLIB" DIM tID%(6)   REM Two workers may be concurrent DIM Semaphore%(2)   tID%(6) = FN_ontimer(11, PROCtimer6, 1) tID%(5) = FN_ontimer(10, PROCtimer5, 1) tID%(4) = FN_ontimer(11, PROCtimer4, 1) tID%(3) = FN_ontimer(10, PROCtimer3, 1) tID%(2) = FN_ontimer(11, PROCtimer2, 1) tID%(1) = FN_ontimer(10, PROCtimer1, 1)   ON CLOSE PROCcleanup : QUIT ON ERROR PRINT REPORT$ : PROCcleanup : END   sc% = 0 REPEAT oldsc% = sc% sc% = -SUM(Semaphore%()) IF sc%<>oldsc% PRINT "Semaphore count now ";sc% WAIT 0 UNTIL FALSE   DEF PROCtimer1 : PROCtask(1) : ENDPROC DEF PROCtimer2 : PROCtask(2) : ENDPROC DEF PROCtimer3 : PROCtask(3) : ENDPROC DEF PROCtimer4 : PROCtask(4) : ENDPROC DEF PROCtimer5 : PROCtask(5) : ENDPROC DEF PROCtimer6 : PROCtask(6) : ENDPROC   DEF PROCtask(n%) LOCAL i%, temp% PRIVATE delay%(), sem%() DIM delay%(6), sem%(6) IF delay%(n%) THEN delay%(n%) -= 1 IF delay%(n%) = 0 THEN SWAP Semaphore%(sem%(n%)),temp% delay%(n%) = -1 PRINT "Task " ; n% " released semaphore" ENDIF ENDPROC ENDIF FOR i% = 1 TO DIM(Semaphore%(),1) temp% = TRUE SWAP Semaphore%(i%),temp% IF NOT temp% EXIT FOR NEXT IF temp% THEN ENDPROC : REM Waiting to acquire semaphore sem%(n%) = i% delay%(n%) = 200 PRINT "Task "; n% " acquired semaphore" ENDPROC   DEF PROCcleanup LOCAL i% FOR i% = 1 TO 6 PROC_killtimer(tID%(i%)) NEXT ENDPROC
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Phix
Phix
type mi(object m) return sequence(m) and length(m)=2 and integer(m[1]) and integer(m[2]) end type type mii(object m) return mi(m) or atom(m) end type function mi_one(mii a) if atom(a) then a=1 else a = {1,a[2]} end if return a end function function mi_add(mii a, mii b) if atom(a) then if not atom(b) then throw("error") end if return a+b end if if a[2]!=b[2] then throw("error") end if a[1] = mod(a[1]+b[1],a[2]) return a end function function mi_mul(mii a, mii b) if atom(a) then if not atom(b) then throw("error") end if return a*b end if if a[2]!=b[2] then throw("error") end if a[1] = mod(a[1]*b[1],a[2]) return a end function function mi_power(mii x, integer p) mii res = mi_one(x) for i=1 to p do res = mi_mul(res,x) end for return res end function function mi_print(mii m) return sprintf(iff(atom(m)?"%g":"modint(%d,%d)"),m) end function function f(mii x) return mi_add(mi_power(x,100),mi_add(x,mi_one(x))) end function procedure test(mii x) printf(1,"x^100 + x + 1 for x == %s is %s\n",{mi_print(x),mi_print(f(x))}) end procedure test(10) test({10,13})
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#XPL0
XPL0
def N=8; \board size (NxN) int R, C; \row and column of board char B(N,N); \board include c:\cxpl\codes;   proc Try; \Try adding a queen to the board int R; \row, for each level of recursion   func Okay; \Returns 'true' if no row, column, or diagonal from square R,C has a queen int I; [for I:= 0 to N-1 do [if B(I,C) then return false; \row is occupied if B(R,I) then return false; \column is occupied if R+I<N & C+I<N then if B(R+I, C+I) then return false; \diagonal down right if R-I>=0 & C-I>=0 then if B(R-I, C-I) then return false; \diagonal up left if R-I>=0 & C+I<N then if B(R-I, C+I) then return false; \diagonal up right if R+I<N & C-I>=0 then if B(R+I, C-I) then return false; \diagonal down left ]; return true; ]; \Okay   [ \Try if C>=N then [for R:= 0 to N-1 do \display solution [ChOut(0, ^ ); \(avoids scrolling up a color) for C:= 0 to N-1 do [Attrib(if (R|C)&1 then $0F else $4F); \checkerboard pattern ChOut(6, if B(R,C) then $F2 else ^ ); \cute queen symbol ChOut(6, if B(R,C) then $F3 else ^ ); ]; CrLf(0); ]; exit; \one solution is enough ]; for R:= 0 to N-1 do [if Okay(R,C) then \a queen can be placed here [B(R,C):= true; \ so do it C:= C+1; \move to next column Try; \ and try from there C:= C-1; \didn't work: backup B(R,C):= false; \undo queen placement ]; ]; ]; \Try     [for R:= 0 to N-1 do \clear the board for C:= 0 to N-1 do B(R,C):= false; C:= 0; \start at left column Try; ]
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#x86_Assembly
x86 Assembly
global main extern printf   section .text   func_f mov eax, [esp+4] cmp eax, 0 jz f_ret dec eax push eax call func_f mov [esp+0], eax call func_m add esp, 4 mov ebx, [esp+4] sub ebx, eax mov eax, ebx ret f_ret mov eax, 1 ret   func_m mov eax, [esp+4] cmp eax, 0 jz m_ret dec eax push eax call func_m mov [esp+0], eax call func_f add esp, 4 mov ebx, [esp+4] sub ebx, eax mov eax, ebx ret m_ret xor eax, eax ret   main mov edx, func_f call output_res mov edx, func_m call output_res ret   output_res xor ecx, ecx loop0 push ecx call edx   push edx   push eax push form call printf add esp, 8   pop edx pop ecx   inc ecx cmp ecx, 20 jnz loop0   push newline call printf add esp, 4   ret     section .rodata form db '%d ',0 newline db 10,0   end
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#PicoLisp
PicoLisp
sp>(de mulTable (N) (space 4) (for X N (prin (align 4 X)) ) (prinl) (prinl) (for Y N (prin (align 4 Y)) (space (* (dec Y) 4)) (for (X Y (>= N X) (inc X)) (prin (align 4 (* X Y))) ) (prinl) ) )   (mulTable 12)
http://rosettacode.org/wiki/Mind_boggling_card_trick
Mind boggling card trick
Mind boggling card trick You are encouraged to solve this task according to the task description, using any language you may know. Matt Parker of the "Stand Up Maths channel" has a   YouTube video   of a card trick that creates a semblance of order from chaos. The task is to simulate the trick in a way that mimics the steps shown in the video. 1. Cards. Create a common deck of cards of 52 cards   (which are half red, half black). Give the pack a good shuffle. 2. Deal from the shuffled deck, you'll be creating three piles. Assemble the cards face down. Turn up the   top card   and hold it in your hand. if the card is   black,   then add the   next   card (unseen) to the "black" pile. If the card is     red,    then add the   next   card (unseen) to the   "red"  pile. Add the   top card   that you're holding to the discard pile.   (You might optionally show these discarded cards to get an idea of the randomness). Repeat the above for the rest of the shuffled deck. 3. Choose a random number   (call it X)   that will be used to swap cards from the "red" and "black" piles. Randomly choose   X   cards from the   "red"  pile (unseen), let's call this the   "red"  bunch. Randomly choose   X   cards from the "black" pile (unseen), let's call this the "black" bunch. Put the     "red"    bunch into the   "black" pile. Put the   "black"   bunch into the     "red"  pile. (The above two steps complete the swap of   X   cards of the "red" and "black" piles. (Without knowing what those cards are --- they could be red or black, nobody knows). 4. Order from randomness? Verify (or not) the mathematician's assertion that: The number of black cards in the "black" pile equals the number of red cards in the "red" pile. (Optionally, run this simulation a number of times, gathering more evidence of the truthfulness of the assertion.) Show output on this page.
#C
C
#include <stdio.h> #include <stdlib.h> #include <stdint.h>   #define SIM_N 5 /* Run 5 simulations */ #define PRINT_DISCARDED 1 /* Whether or not to print the discard pile */   #define min(x,y) ((x<y)?(x):(y))   typedef uint8_t card_t;   /* Return a random number from an uniform distribution (0..n-1) */ unsigned int rand_n(unsigned int n) { unsigned int out, mask = 1; /* Find how many bits to mask off */ while (mask < n) mask = mask<<1 | 1; /* Generate random number */ do { out = rand() & mask; } while (out >= n); return out; }   /* Return a random card (0..51) from an uniform distribution */ card_t rand_card() { return rand_n(52); }   /* Print a card */ void print_card(card_t card) { static char *suits = "HCDS"; /* hearts, clubs, diamonds and spades */ static char *cards[] = {"A","2","3","4","5","6","7","8","9","10","J","Q","K"}; printf(" %s%c", cards[card>>2], suits[card&3]); }   /* Shuffle a pack */ void shuffle(card_t *pack) { int card; card_t temp, randpos; for (card=0; card<52; card++) { randpos = rand_card(); temp = pack[card]; pack[card] = pack[randpos]; pack[randpos] = temp; } }   /* Do the card trick, return whether cards match */ int trick() { card_t pack[52]; card_t blacks[52/4], reds[52/4]; card_t top, x, card; int blackn=0, redn=0, blacksw=0, redsw=0, result;   /* Create and shuffle a pack */ for (card=0; card<52; card++) pack[card] = card; shuffle(pack);   /* Deal cards */ #if PRINT_DISCARDED printf("Discarded:"); /* Print the discard pile */ #endif for (card=0; card<52; card += 2) { top = pack[card]; /* Take card */ if (top & 1) { /* Add next card to black or red pile */ blacks[blackn++] = pack[card+1]; } else { reds[redn++] = pack[card+1]; } #if PRINT_DISCARDED print_card(top); /* Show which card is discarded */ #endif } #if PRINT_DISCARDED printf("\n"); #endif   /* Swap an amount of cards */ x = rand_n(min(blackn, redn)); for (card=0; card<x; card++) { /* Pick a random card from the black and red pile to swap */ blacksw = rand_n(blackn); redsw = rand_n(redn); /* Swap them */ top = blacks[blacksw]; blacks[blacksw] = reds[redsw]; reds[redsw] = top; }   /* Verify the assertion */ result = 0; for (card=0; card<blackn; card++) result += (blacks[card] & 1) == 1; for (card=0; card<redn; card++) result -= (reds[card] & 1) == 0; result = !result;   printf("The number of black cards in the 'black' pile" " %s the number of red cards in the 'red' pile.\n", result? "equals" : "does not equal"); return result; }   int main() { unsigned int seed, i, successes = 0; FILE *r;   /* Seed the RNG with bytes from from /dev/urandom */ if ((r = fopen("/dev/urandom", "r")) == NULL) { fprintf(stderr, "cannot open /dev/urandom\n"); return 255; } if (fread(&seed, sizeof(unsigned int), 1, r) != 1) { fprintf(stderr, "failed to read from /dev/urandom\n"); return 255; } fclose(r); srand(seed);   /* Do simulations. */ for (i=1; i<=SIM_N; i++) { printf("Simulation %d\n", i); successes += trick(); printf("\n"); }   printf("Result: %d successes out of %d simulations\n", successes, SIM_N);   return 0; }
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#Arturo
Arturo
mianChowla: function [n][ result: new [1] sums: new [2] candidate: 1   while [n > size result][ fit: false 'result ++ 0 while [not? fit][ candidate: candidate + 1 fit: true result\[dec size result]: candidate loop result 'val [ if contains? sums val + candidate [ fit: false break ] ] ]   loop result 'val [ 'sums ++ val + candidate unique 'sums ] ] return result ]   seq100: mianChowla 100   print "The first 30 terms of the Mian-Chowla sequence are:" print slice seq100 0 29 print ""   print "Terms 91 to 100 of the sequence are:" print slice seq100 90 99
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#AWK
AWK
# Find Mian-Chowla numbers: an # where: ai = 1, # and: an = smallest integer such that ai + aj is unique # for all i, j in 1 .. n && i <= j # BEGIN \ {   FALSE = 0; TRUE = 1;   mcCount = 1;   for( i = 1; mcCount <= 100; i ++ ) { # assume i will be part of the sequence mc[ mcCount ] = i; # check the sums isUnique = TRUE; for( mcPos = 1; mcPos <= mcCount && isUnique; mcPos ++ ) { isUnique = ! ( ( i + mc[ mcPos ] ) in isSum ); } # for j if( isUnique ) { # i is a sequence element - store the sums for( k = 1; k <= mcCount; k ++ ) { isSum[ i + mc[ k ] ] = TRUE; } # for k mcCount ++; } # if isUnique } # for i # print the sequence printf( "Mian Chowla sequence elements 1..30:\n" ); for( i = 1; i <= 30; i ++ ) { printf( " %d", mc[ i ] ); } # for i printf( "\n" ); printf( "Mian Chowla sequence elements 91..100:\n" ); for( i = 91; i <= 100; i ++ ) { printf( " %d", mc[ i ] ); } # for i printf( "\n" );   } # BEGIN
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#C.2B.2B
C++
  #include <iostream> #include <string> #include <windows.h> using namespace std; typedef unsigned char byte;   enum fieldValues : byte { OPEN, CLOSED = 10, MINE, UNKNOWN, FLAG, ERR };   class fieldData { public: fieldData() : value( CLOSED ), open( false ) {} byte value; bool open, mine; };   class game { public: ~game() { if( field ) delete [] field; }   game( int x, int y ) { go = false; wid = x; hei = y; field = new fieldData[x * y]; memset( field, 0, x * y * sizeof( fieldData ) ); oMines = ( ( 22 - rand() % 11 ) * x * y ) / 100; mMines = 0; int mx, my, m = 0; for( ; m < oMines; m++ ) { do { mx = rand() % wid; my = rand() % hei; } while( field[mx + wid * my].mine ); field[mx + wid * my].mine = true; } graphs[0] = ' '; graphs[1] = '.'; graphs[2] = '*'; graphs[3] = '?'; graphs[4] = '!'; graphs[5] = 'X'; }   void gameLoop() { string c, r, a; int col, row; while( !go ) { drawBoard(); cout << "Enter column, row and an action( c r a ):\nActions: o => open, f => flag, ? => unknown\n"; cin >> c >> r >> a; if( c[0] > 'Z' ) c[0] -= 32; if( a[0] > 'Z' ) a[0] -= 32; col = c[0] - 65; row = r[0] - 49; makeMove( col, row, a ); } }   private: void makeMove( int x, int y, string a ) { fieldData* fd = &field[wid * y + x]; if( fd->open && fd->value < CLOSED ) { cout << "This cell is already open!"; Sleep( 3000 ); return; } if( a[0] == 'O' ) openCell( x, y ); else if( a[0] == 'F' ) { fd->open = true; fd->value = FLAG; mMines++; checkWin(); } else { fd->open = true; fd->value = UNKNOWN; } }   bool openCell( int x, int y ) { if( !isInside( x, y ) ) return false; if( field[x + y * wid].mine ) boom(); else { if( field[x + y * wid].value == FLAG ) { field[x + y * wid].value = CLOSED; field[x + y * wid].open = false; mMines--; } recOpen( x, y ); checkWin(); } return true; }   void drawBoard() { system( "cls" ); cout << "Marked mines: " << mMines << " from " << oMines << "\n\n"; for( int x = 0; x < wid; x++ ) cout << " " << ( char )( 65 + x ) << " "; cout << "\n"; int yy; for( int y = 0; y < hei; y++ ) { yy = y * wid; for( int x = 0; x < wid; x++ ) cout << "+---";   cout << "+\n"; fieldData* fd; for( int x = 0; x < wid; x++ ) { fd = &field[x + yy]; cout<< "| "; if( !fd->open ) cout << ( char )graphs[1] << " "; else { if( fd->value > 9 ) cout << ( char )graphs[fd->value - 9] << " "; else { if( fd->value < 1 ) cout << " "; else cout << ( char )(fd->value + 48 ) << " "; } } } cout << "| " << y + 1 << "\n"; } for( int x = 0; x < wid; x++ ) cout << "+---";   cout << "+\n\n"; }   void checkWin() { int z = wid * hei - oMines, yy; fieldData* fd; for( int y = 0; y < hei; y++ ) { yy = wid * y; for( int x = 0; x < wid; x++ ) { fd = &field[x + yy]; if( fd->open && fd->value != FLAG ) z--; } } if( !z ) lastMsg( "Congratulations, you won the game!"); }   void boom() { int yy; fieldData* fd; for( int y = 0; y < hei; y++ ) { yy = wid * y; for( int x = 0; x < wid; x++ ) { fd = &field[x + yy]; if( fd->value == FLAG ) { fd->open = true; fd->value = fd->mine ? MINE : ERR; } else if( fd->mine ) { fd->open = true; fd->value = MINE; } } } lastMsg( "B O O O M M M M M !" ); }   void lastMsg( string s ) { go = true; drawBoard(); cout << s << "\n\n"; }   bool isInside( int x, int y ) { return ( x > -1 && y > -1 && x < wid && y < hei ); }   void recOpen( int x, int y ) { if( !isInside( x, y ) || field[x + y * wid].open ) return; int bc = getMineCount( x, y ); field[x + y * wid].open = true; field[x + y * wid].value = bc; if( bc ) return;   for( int yy = -1; yy < 2; yy++ ) for( int xx = -1; xx < 2; xx++ ) { if( xx == 0 && yy == 0 ) continue; recOpen( x + xx, y + yy ); } }   int getMineCount( int x, int y ) { int m = 0; for( int yy = -1; yy < 2; yy++ ) for( int xx = -1; xx < 2; xx++ ) { if( xx == 0 && yy == 0 ) continue; if( isInside( x + xx, y + yy ) && field[x + xx + ( y + yy ) * wid].mine ) m++; }   return m; }   int wid, hei, mMines, oMines; fieldData* field; bool go; int graphs[6]; };   int main( int argc, char* argv[] ) { srand( GetTickCount() ); game g( 4, 6 ); g.gameLoop(); return system( "pause" ); }  
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#Haskell
Haskell
import Data.Bifunctor (bimap) import Data.List (find) import Data.Maybe (isJust)   -- MINIMUM POSITIVE MULTIPLE IN BASE 10 USING ONLY 0 AND 1   b10 :: Integral a => a -> Integer b10 n = read (digitMatch rems sums) :: Integer where (_, rems, _, Just (_, sums)) = until (\(_, _, _, mb) -> isJust mb) ( \(e, rems, ms, _) -> let m = rem (10 ^ e) n newSums = (m, [m]) : fmap (bimap (m +) (m :)) ms in ( succ e, m : rems, ms <> newSums, find ( (0 ==) . flip rem n . fst ) newSums ) ) (0, [], [], Nothing)   digitMatch :: Eq a => [a] -> [a] -> String digitMatch [] _ = [] digitMatch xs [] = '0' <$ xs digitMatch (x : xs) yys@(y : ys) | x /= y = '0' : digitMatch xs yys | otherwise = '1' : digitMatch xs ys   --------------------------- TEST ------------------------- main :: IO () main = mapM_ ( putStrLn . ( \x -> let b = b10 x in justifyRight 5 ' ' (show x) <> " * " <> justifyLeft 25 ' ' (show $ div b x) <> " -> " <> show b ) ) ( [1 .. 10] <> [95 .. 105] <> [297, 576, 594, 891, 909, 999] )   justifyLeft, justifyRight :: Int -> a -> [a] -> [a] justifyLeft n c s = take n (s <> replicate n c) justifyRight n c = (drop . length) <*> (replicate n c <>)
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#gnuplot
gnuplot
_powm(b, e, m, r) = (e == 0 ? r : (e % 2 == 1 ? _powm(b * b % m, e / 2, m, r * b % m) : _powm(b * b % m, e / 2, m, r))) powm(b, e, m) = _powm(b, e, m, 1) # Usage print powm(2, 3453, 131) # Where b is the base, e is the exponent, m is the modulus, i.e.: b^e mod m
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Go
Go
package main   import ( "fmt" "math/big" )   func main() { a, _ := new(big.Int).SetString( "2988348162058574136915891421498819466320163312926952423791023078876139", 10) b, _ := new(big.Int).SetString( "2351399303373464486466122544523690094744975233415544072992656881240319", 10) m := big.NewInt(10) r := big.NewInt(40) m.Exp(m, r, nil)   r.Exp(a, b, m) fmt.Println(r) }
http://rosettacode.org/wiki/Metronome
Metronome
The task is to implement a   metronome. The metronome should be capable of producing high and low audio beats, accompanied by a visual beat indicator, and the beat pattern and tempo should be configurable. For the purpose of this task, it is acceptable to play sound files for production of the beat notes, and an external player may be used. However, the playing of the sounds should not interfere with the timing of the metronome. The visual indicator can simply be a blinking red or green area of the screen (depending on whether a high or low beat is being produced), and the metronome can be implemented using a terminal display, or optionally, a graphical display, depending on the language capabilities. If the language has no facility to output sound, then it is permissible for this to implemented using just the visual indicator.
#AppleScript
AppleScript
set bpm to the text returned of (display dialog "How many beats per minute?" default answer 60) set pauseBetweenBeeps to (60 / bpm) repeat beep delay pauseBetweenBeeps end repeat
http://rosettacode.org/wiki/Metronome
Metronome
The task is to implement a   metronome. The metronome should be capable of producing high and low audio beats, accompanied by a visual beat indicator, and the beat pattern and tempo should be configurable. For the purpose of this task, it is acceptable to play sound files for production of the beat notes, and an external player may be used. However, the playing of the sounds should not interfere with the timing of the metronome. The visual indicator can simply be a blinking red or green area of the screen (depending on whether a high or low beat is being produced), and the metronome can be implemented using a terminal display, or optionally, a graphical display, depending on the language capabilities. If the language has no facility to output sound, then it is permissible for this to implemented using just the visual indicator.
#Arturo
Arturo
startMetronome: function [bpm,msr][ freq: 60000/bpm i: 0 while [true][ loop msr-1 'x[ prints "\a" pause freq ] inc 'i print ~"\aAND |i|" pause freq ] ]   tempo: to :integer arg\0 beats: to :integer arg\1   startMetronome tempo beats
http://rosettacode.org/wiki/Metered_concurrency
Metered concurrency
The goal of this task is to create a counting semaphore used to control the execution of a set of concurrent units. This task intends to demonstrate coordination of active concurrent units through the use of a passive concurrent unit. The operations for a counting semaphore are acquire, release, and count. Each active concurrent unit should attempt to acquire the counting semaphore before executing its assigned duties. In this case the active concurrent unit should report that it has acquired the semaphore. It should sleep for 2 seconds and then release the semaphore.
#C
C
#include <semaphore.h> #include <pthread.h> #include <stdlib.h> #include <stdio.h> #include <unistd.h>   sem_t sem; int count = 3;   /* the whole point of a semaphore is that you don't count it: * p/v are atomic. Unless it's locked while you are doing * something with the count, the value is only informative */ #define getcount() count void acquire() { sem_wait(&sem); count--; }   void release() { count++; sem_post(&sem); }   void* work(void * id) { int i = 10; while (i--) { acquire(); printf("#%d acquired sema at %d\n", *(int*)id, getcount()); usleep(rand() % 4000000); /* sleep 2 sec on average */ release(); usleep(0); /* effectively yield */ } return 0; }   int main() { pthread_t th[4]; int i, ids[] = {1, 2, 3, 4};   sem_init(&sem, 0, count);   for (i = 4; i--;) pthread_create(th + i, 0, work, ids + i); for (i = 4; i--;) pthread_join(th[i], 0); printf("all workers done\n");   return sem_destroy(&sem); }
http://rosettacode.org/wiki/Modular_arithmetic
Modular arithmetic
Modular arithmetic is a form of arithmetic (a calculation technique involving the concepts of addition and multiplication) which is done on numbers with a defined equivalence relation called congruence. For any positive integer p {\displaystyle p} called the congruence modulus, two numbers a {\displaystyle a} and b {\displaystyle b} are said to be congruent modulo p whenever there exists an integer k {\displaystyle k} such that: a = b + k p {\displaystyle a=b+k\,p} The corresponding set of equivalence classes forms a ring denoted Z p Z {\displaystyle {\frac {\mathbb {Z} }{p\mathbb {Z} }}} . Addition and multiplication on this ring have the same algebraic structure as in usual arithmetics, so that a function such as a polynomial expression could receive a ring element as argument and give a consistent result. The purpose of this task is to show, if your programming language allows it, how to redefine operators so that they can be used transparently on modular integers. You can do it either by using a dedicated library, or by implementing your own class. You will use the following function for demonstration: f ( x ) = x 100 + x + 1 {\displaystyle f(x)=x^{100}+x+1} You will use 13 {\displaystyle 13} as the congruence modulus and you will compute f ( 10 ) {\displaystyle f(10)} . It is important that the function f {\displaystyle f} is agnostic about whether or not its argument is modular; it should behave the same way with normal and modular integers. In other words, the function is an algebraic expression that could be used with any ring, not just integers.
#Prolog
Prolog
:- use_module(library(lambda)).   congruence(Congruence, In, Fun, Out) :- maplist(Congruence +\X^Y^(Y is X mod Congruence), In, In1), call(Fun, In1, Out1), maplist(Congruence +\X^Y^(Y is X mod Congruence), Out1, Out).   fun_1([X], [Y]) :- Y is X^100 + X + 1.   fun_2(L, [R]) :- sum_list(L, R).  
http://rosettacode.org/wiki/N-queens_problem
N-queens problem
Solve the eight queens puzzle. You can extend the problem to solve the puzzle with a board of size   NxN. For the number of solutions for small values of   N,   see   OEIS: A000170. Related tasks A* search algorithm Solve a Hidato puzzle Solve a Holy Knight's tour Knight's tour Peaceful chess queen armies Solve a Hopido puzzle Solve a Numbrix puzzle Solve the no connection puzzle
#XSLT
XSLT
  15863724 16837425 ... 88 lines omitted ... 83162574 84136275  
http://rosettacode.org/wiki/Mutual_recursion
Mutual recursion
Two functions are said to be mutually recursive if the first calls the second, and in turn the second calls the first. Write two mutually recursive functions that compute members of the Hofstadter Female and Male sequences defined as: F ( 0 ) = 1   ;   M ( 0 ) = 0 F ( n ) = n − M ( F ( n − 1 ) ) , n > 0 M ( n ) = n − F ( M ( n − 1 ) ) , n > 0. {\displaystyle {\begin{aligned}F(0)&=1\ ;\ M(0)=0\\F(n)&=n-M(F(n-1)),\quad n>0\\M(n)&=n-F(M(n-1)),\quad n>0.\end{aligned}}} (If a language does not allow for a solution using mutually recursive functions then state this rather than give a solution by other means).
#XPL0
XPL0
code ChOut=8, CrLf=9, IntOut=11;   ffunc M; \forward-referenced function declaration   func F(N); int N; return if N=0 then 1 else N - M(F(N-1));   func M(N); int N; return if N=0 then 0 else N - F(M(N-1));   int I; [for I:= 0 to 19 do [IntOut(0, F(I)); ChOut(0, ^ )]; CrLf(0); for I:= 0 to 19 do [IntOut(0, M(I)); ChOut(0, ^ )]; CrLf(0); ]
http://rosettacode.org/wiki/Multiplication_tables
Multiplication tables
Task Produce a formatted   12×12   multiplication table of the kind memorized by rote when in primary (or elementary) school. Only print the top half triangle of products.
#PL.2FI
PL/I
  /* 12 x 12 multiplication table. */   multiplication_table: procedure options (main); declare (i, j) fixed decimal (2);   put skip edit ((i do i = 1 to 12)) (X(4), 12 F(4)); put skip edit ( (49)'_') (X(3), A);   do i = 1 to 12; put skip edit (i, ' |', (i*j do j = i to 12)) (F(2), a, col(i*4+1), 12 F(4)); end;   end multiplication_table;  
http://rosettacode.org/wiki/Mind_boggling_card_trick
Mind boggling card trick
Mind boggling card trick You are encouraged to solve this task according to the task description, using any language you may know. Matt Parker of the "Stand Up Maths channel" has a   YouTube video   of a card trick that creates a semblance of order from chaos. The task is to simulate the trick in a way that mimics the steps shown in the video. 1. Cards. Create a common deck of cards of 52 cards   (which are half red, half black). Give the pack a good shuffle. 2. Deal from the shuffled deck, you'll be creating three piles. Assemble the cards face down. Turn up the   top card   and hold it in your hand. if the card is   black,   then add the   next   card (unseen) to the "black" pile. If the card is     red,    then add the   next   card (unseen) to the   "red"  pile. Add the   top card   that you're holding to the discard pile.   (You might optionally show these discarded cards to get an idea of the randomness). Repeat the above for the rest of the shuffled deck. 3. Choose a random number   (call it X)   that will be used to swap cards from the "red" and "black" piles. Randomly choose   X   cards from the   "red"  pile (unseen), let's call this the   "red"  bunch. Randomly choose   X   cards from the "black" pile (unseen), let's call this the "black" bunch. Put the     "red"    bunch into the   "black" pile. Put the   "black"   bunch into the     "red"  pile. (The above two steps complete the swap of   X   cards of the "red" and "black" piles. (Without knowing what those cards are --- they could be red or black, nobody knows). 4. Order from randomness? Verify (or not) the mathematician's assertion that: The number of black cards in the "black" pile equals the number of red cards in the "red" pile. (Optionally, run this simulation a number of times, gathering more evidence of the truthfulness of the assertion.) Show output on this page.
#Crystal
Crystal
deck = ([:black, :red] * 26 ).shuffle black_pile, red_pile, discard = [] of Symbol, [] of Symbol, [] of Symbol   until deck.empty? discard << deck.pop discard.last == :black ? black_pile << deck.pop : red_pile << deck.pop end   x = rand( [black_pile.size, red_pile.size].min )   red_bunch = (0...x).map { red_pile.delete_at( rand( red_pile.size )) } black_bunch = (0...x).map { black_pile.delete_at( rand( black_pile.size )) }   black_pile += red_bunch red_pile += black_bunch   puts "The magician predicts there will be #{black_pile.count( :black )} red cards in the other pile. Drumroll... There were #{red_pile.count( :red )}!"
http://rosettacode.org/wiki/Mian-Chowla_sequence
Mian-Chowla sequence
The Mian–Chowla sequence is an integer sequence defined recursively. Mian–Chowla is an infinite instance of a Sidon sequence, and belongs to the class known as B₂ sequences. The sequence starts with: a1 = 1 then for n > 1, an is the smallest positive integer such that every pairwise sum ai + aj is distinct, for all i and j less than or equal to n. The Task Find and display, here, on this page the first 30 terms of the Mian–Chowla sequence. Find and display, here, on this page the 91st through 100th terms of the Mian–Chowla sequence. Demonstrating working through the first few terms longhand: a1 = 1 1 + 1 = 2 Speculatively try a2 = 2 1 + 1 = 2 1 + 2 = 3 2 + 2 = 4 There are no repeated sums so 2 is the next number in the sequence. Speculatively try a3 = 3 1 + 1 = 2 1 + 2 = 3 1 + 3 = 4 2 + 2 = 4 2 + 3 = 5 3 + 3 = 6 Sum of 4 is repeated so 3 is rejected. Speculatively try a3 = 4 1 + 1 = 2 1 + 2 = 3 1 + 4 = 5 2 + 2 = 4 2 + 4 = 6 4 + 4 = 8 There are no repeated sums so 4 is the next number in the sequence. And so on... See also OEIS:A005282 Mian-Chowla sequence
#C
C
#include <stdio.h> #include <stdbool.h> #include <time.h>   #define n 100 #define nn ((n * (n + 1)) >> 1)   bool Contains(int lst[], int item, int size) { for (int i = size - 1; i >= 0; i--) if (item == lst[i]) return true; return false; }   int * MianChowla() { static int mc[n]; mc[0] = 1; int sums[nn]; sums[0] = 2; int sum, le, ss = 1; for (int i = 1; i < n; i++) { le = ss; for (int j = mc[i - 1] + 1; ; j++) { mc[i] = j; for (int k = 0; k <= i; k++) { sum = mc[k] + j; if (Contains(sums, sum, ss)) { ss = le; goto nxtJ; } sums[ss++] = sum; } break; nxtJ:; } } return mc; }   int main() { clock_t st = clock(); int * mc; mc = MianChowla(); double et = ((double)(clock() - st)) / CLOCKS_PER_SEC; printf("The first 30 terms of the Mian-Chowla sequence are:\n"); for (int i = 0; i < 30; i++) printf("%d ", mc[i]); printf("\n\nTerms 91 to 100 of the Mian-Chowla sequence are:\n"); for (int i = 90; i < 100; i++) printf("%d ", mc[i]); printf("\n\nComputation time was %f seconds.", et); }
http://rosettacode.org/wiki/Metaprogramming
Metaprogramming
Name and briefly demonstrate any support your language has for metaprogramming. Your demonstration may take the form of cross-references to other tasks on Rosetta Code. When possible, provide links to relevant documentation. For the purposes of this task, "support for metaprogramming" means any way the user can effectively modify the language's syntax that's built into the language (like Lisp macros) or that's conventionally used with the language (like the C preprocessor). Such facilities need not be very powerful: even user-defined infix operators count. On the other hand, in general, neither operator overloading nor eval count. The task author acknowledges that what qualifies as metaprogramming is largely a judgment call.
#ALGOL_68
ALGOL 68
# This example uses ALGOL 68 user defined operators to add a COBOL-style # # "INSPECT statement" to ALGOL 68 # # # # The (partial) syntax of the COBOL INSPECT is: # # INSPECT string-variable REPLACING ALL string BY string # # or INSPECT string-variable REPLACING LEADING string BY string # # or INSPECT string-variable REPLACING FIRST string BY string # # # # Because "BY" is a reserved bold word in ALGOL 68, we use "WITH" instead # # # # We define unary operators INSPECT, ALL, LEADING and FIRST # # and binary operators REPLACING and WITH # # We choose the priorities of REPLACING and WITH so that parenthesis is not # # needed to ensure the correct interpretation of the "statement" # # # # We also provide a unary DISPLAY operator for a partial COBOL DISPLAY # # statement #   # INSPECTEE is returned by the INSPECT unary operator # MODE INSPECTEE = STRUCT( REF STRING item, INT option );   # INSPECTTOREPLACE is returned by the binary REPLACING operator # MODE INSPECTTOREPLACE = STRUCT( REF STRING item, INT option, STRING to replace ); # REPLACEMENT is returned by the unary ALL, LEADING and FIRST operators # MODE REPLACEMENT = STRUCT( INT option, STRING replace );   # REPLACING option codes, these are the option values for a REPLACEMENT # INT replace all = 1; INT replace leading = 2; INT replace first = 3;   OP INSPECT = ( REF STRING s )INSPECTEE: ( s, 0 ); OP ALL = ( STRING replace )REPLACEMENT: ( replace all, replace ); OP LEADING = ( STRING replace )REPLACEMENT: ( replace leading, replace ); OP FIRST = ( STRING replace )REPLACEMENT: ( replace first, replace ); OP ALL = ( CHAR replace )REPLACEMENT: ( replace all, replace ); OP LEADING = ( CHAR replace )REPLACEMENT: ( replace leading, replace ); OP FIRST = ( CHAR replace )REPLACEMENT: ( replace first, replace );   OP REPLACING = ( INSPECTEE inspected, REPLACEMENT replace )INSPECTTOREPLACE: ( item OF inspected , option OF replace , replace OF replace );   OP WITH = ( INSPECTTOREPLACE inspected, CHAR replace with )REF STRING: BEGIN STRING with := replace with; inspected WITH with END; # WITH #   OP WITH = ( INSPECTTOREPLACE inspected, STRING replace with )REF STRING: BEGIN   STRING to replace = to replace OF inspected; INT pos := 0; STRING rest := item OF inspected; STRING result := "";   IF option OF inspected = replace all THEN # replace all occurances of "to replace" with "replace with" # WHILE string in string( to replace, pos, rest ) DO result +:= rest[ 1 : pos - 1 ] + replace with; rest := rest[ pos + UPB to replace : ] OD   ELIF option OF inspected = replace leading THEN # replace leading occurances of "to replace" with "replace with" # WHILE IF string in string( to replace, pos, rest ) THEN pos = 1 ELSE FALSE FI DO result +:= replace with; rest := rest[ 1 + UPB to replace : ] OD   ELIF option OF inspected = replace first THEN # replace first occurance of "to replace" with "replace with" # IF string in string( to replace, pos, rest ) THEN result +:= rest[ 1 : pos - 1 ] + replace with; rest := rest[ pos + UPB to replace : ] FI   ELSE # unsupported replace option # write( ( newline, "*** unsupported INSPECT REPLACING...", newline ) ); stop FI;   result +:= rest; item OF inspected := result END; # WITH #   OP DISPLAY = ( STRING s )VOID: write( ( s, newline ) );     PRIO REPLACING = 2, WITH = 1;         main: (   # test the INSPECT and DISPLAY "verbs" #   STRING text := "some text"; DISPLAY text;   INSPECT text REPLACING FIRST "e" WITH "bbc"; DISPLAY text;   INSPECT text REPLACING ALL "b" WITH "X"; DISPLAY text;   INSPECT text REPLACING ALL "text" WITH "some"; DISPLAY text;   INSPECT text REPLACING LEADING "som" WITH "k"; DISPLAY text     )
http://rosettacode.org/wiki/Metallic_ratios
Metallic ratios
Many people have heard of the Golden ratio, phi (φ). Phi is just one of a series of related ratios that are referred to as the "Metallic ratios". The Golden ratio was discovered and named by ancient civilizations as it was thought to be the most pure and beautiful (like Gold). The Silver ratio was was also known to the early Greeks, though was not named so until later as a nod to the Golden ratio to which it is closely related. The series has been extended to encompass all of the related ratios and was given the general name Metallic ratios (or Metallic means). Somewhat incongruously as the original Golden ratio referred to the adjective "golden" rather than the metal "gold". Metallic ratios are the real roots of the general form equation: x2 - bx - 1 = 0 where the integer b determines which specific one it is. Using the quadratic equation: ( -b ± √(b2 - 4ac) ) / 2a = x Substitute in (from the top equation) 1 for a, -1 for c, and recognising that -b is negated we get: ( b ± √(b2 + 4) ) ) / 2 = x We only want the real root: ( b + √(b2 + 4) ) ) / 2 = x When we set b to 1, we get an irrational number: the Golden ratio. ( 1 + √(12 + 4) ) / 2 = (1 + √5) / 2 = ~1.618033989... With b set to 2, we get a different irrational number: the Silver ratio. ( 2 + √(22 + 4) ) / 2 = (2 + √8) / 2 = ~2.414213562... When the ratio b is 3, it is commonly referred to as the Bronze ratio, 4 and 5 are sometimes called the Copper and Nickel ratios, though they aren't as standard. After that there isn't really any attempt at standardized names. They are given names here on this page, but consider the names fanciful rather than canonical. Note that technically, b can be 0 for a "smaller" ratio than the Golden ratio. We will refer to it here as the Platinum ratio, though it is kind-of a degenerate case. Metallic ratios where b > 0 are also defined by the irrational continued fractions: [b;b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b...] So, The first ten Metallic ratios are: Metallic ratios Name b Equation Value Continued fraction OEIS link Platinum 0 (0 + √4) / 2 1 - - Golden 1 (1 + √5) / 2 1.618033988749895... [1;1,1,1,1,1,1,1,1,1,1...] OEIS:A001622 Silver 2 (2 + √8) / 2 2.414213562373095... [2;2,2,2,2,2,2,2,2,2,2...] OEIS:A014176 Bronze 3 (3 + √13) / 2 3.302775637731995... [3;3,3,3,3,3,3,3,3,3,3...] OEIS:A098316 Copper 4 (4 + √20) / 2 4.23606797749979... [4;4,4,4,4,4,4,4,4,4,4...] OEIS:A098317 Nickel 5 (5 + √29) / 2 5.192582403567252... [5;5,5,5,5,5,5,5,5,5,5...] OEIS:A098318 Aluminum 6 (6 + √40) / 2 6.16227766016838... [6;6,6,6,6,6,6,6,6,6,6...] OEIS:A176398 Iron 7 (7 + √53) / 2 7.140054944640259... [7;7,7,7,7,7,7,7,7,7,7...] OEIS:A176439 Tin 8 (8 + √68) / 2 8.123105625617661... [8;8,8,8,8,8,8,8,8,8,8...] OEIS:A176458 Lead 9 (9 + √85) / 2 9.109772228646444... [9;9,9,9,9,9,9,9,9,9,9...] OEIS:A176522 There are other ways to find the Metallic ratios; one, (the focus of this task) is through successive approximations of Lucas sequences. A traditional Lucas sequence is of the form: xn = P * xn-1 - Q * xn-2 and starts with the first 2 values 0, 1. For our purposes in this task, to find the metallic ratios we'll use the form: xn = b * xn-1 + xn-2 ( P is set to b and Q is set to -1. ) To avoid "divide by zero" issues we'll start the sequence with the first two terms 1, 1. The initial starting value has very little effect on the final ratio or convergence rate. Perhaps it would be more accurate to call it a Lucas-like sequence. At any rate, when b = 1 we get: xn = xn-1 + xn-2 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144... more commonly known as the Fibonacci sequence. When b = 2: xn = 2 * xn-1 + xn-2 1, 1, 3, 7, 17, 41, 99, 239, 577, 1393... And so on. To find the ratio by successive approximations, divide the (n+1)th term by the nth. As n grows larger, the ratio will approach the b metallic ratio. For b = 1 (Fibonacci sequence): 1/1 = 1 2/1 = 2 3/2 = 1.5 5/3 = 1.666667 8/5 = 1.6 13/8 = 1.625 21/13 = 1.615385 34/21 = 1.619048 55/34 = 1.617647 89/55 = 1.618182 etc. It converges, but pretty slowly. In fact, the Golden ratio has the slowest possible convergence for any irrational number. Task For each of the first 10 Metallic ratios; b = 0 through 9: Generate the corresponding "Lucas" sequence. Show here, on this page, at least the first 15 elements of the "Lucas" sequence. Using successive approximations, calculate the value of the ratio accurate to 32 decimal places. Show the value of the approximation at the required accuracy. Show the value of n when the approximation reaches the required accuracy (How many iterations did it take?). Optional, stretch goal - Show the value and number of iterations n, to approximate the Golden ratio to 256 decimal places. You may assume that the approximation has been reached when the next iteration does not cause the value (to the desired places) to change. See also Wikipedia: Metallic mean Wikipedia: Lucas sequence
#C.23
C#
using static System.Math; using static System.Console; using BI = System.Numerics.BigInteger;   class Program {   static BI IntSqRoot(BI v, BI res) { // res is the initial guess BI term = 0, d = 0, dl = 1; while (dl != d) { term = v / res; res = (res + term) >> 1; dl = d; d = term - res; } return term; }   static string doOne(int b, int digs) { // calculates result via square root, not iterations int s = b * b + 4; BI g = (BI)(Sqrt((double)s) * Pow(10, ++digs)), bs = IntSqRoot(s * BI.Parse('1' + new string('0', digs << 1)), g); bs += b * BI.Parse('1' + new string('0', digs)); bs >>= 1; bs += 4; string st = bs.ToString(); return string.Format("{0}.{1}", st[0], st.Substring(1, --digs)); }   static string divIt(BI a, BI b, int digs) { // performs division int al = a.ToString().Length, bl = b.ToString().Length; a *= BI.Pow(10, ++digs << 1); b *= BI.Pow(10, digs); string s = (a / b + 5).ToString(); return s[0] + "." + s.Substring(1, --digs); }   // custom formating static string joined(BI[] x) { int[] wids = {1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13}; string res = ""; for (int i = 0; i < x.Length; i++) res += string.Format("{0," + (-wids[i]).ToString() + "} ", x[i]); return res; }   static void Main(string[] args) { // calculates and checks each "metal" WriteLine("Metal B Sq.Rt Iters /---- 32 decimal place value ----\\ Matches Sq.Rt Calc"); int k; string lt, t = ""; BI n, nm1, on; for (int b = 0; b < 10; b++) { BI[] lst = new BI[15]; lst[0] = lst[1] = 1; for (int i = 2; i < 15; i++) lst[i] = b * lst[i - 1] + lst[i - 2]; // since all the iterations (except Pt) are > 15, continue iterating from the end of the list of 15 n = lst[14]; nm1 = lst[13]; k = 0; for (int j = 13; k == 0; j++) { lt = t; if (lt == (t = divIt(n, nm1, 32))) k = b == 0 ? 1 : j; on = n; n = b * n + nm1; nm1 = on; } WriteLine("{0,4} {1} {2,2} {3, 2} {4} {5}\n{6,19} {7}", "Pt Au Ag CuSn Cu Ni Al Fe Sn Pb" .Split(' ')[b], b, b * b + 4, k, t, t == doOne(b, 32), "", joined(lst)); } // now calculate and check big one n = nm1 =1; k = 0; for (int j = 1; k == 0; j++) { lt = t; if (lt == (t = divIt(n, nm1, 256))) k = j; on = n; n += nm1; nm1 = on; } WriteLine("\nAu to 256 digits:"); WriteLine(t); WriteLine("Iteration count: {0} Matched Sq.Rt Calc: {1}", k, t == doOne(1, 256)); } }
http://rosettacode.org/wiki/Minesweeper_game
Minesweeper game
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The total number of mines to be found is shown at the beginning of the game. Each mine occupies a single grid point, and its position is initially unknown to the player The grid is shown as a rectangle of characters between moves. You are initially shown all grids as obscured, by a single dot '.' You may mark what you think is the position of a mine which will show as a '?' You can mark what you think is free space by entering its coordinates. If the point is free space then it is cleared, as are any adjacent points that are also free space- this is repeated recursively for subsequent adjacent free points unless that point is marked as a mine or is a mine. Points marked as a mine show as a '?'. Other free points show as an integer count of the number of adjacent true mines in its immediate neighborhood, or as a single space ' ' if the free point is not adjacent to any true mines. Of course you lose if you try to clear space that has a hidden mine. You win when you have correctly identified all mines. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
#Ceylon
Ceylon
import ceylon.random {   DefaultRandom }   class Cell() {   shared variable Boolean covered = true; shared variable Boolean flagged = false; shared variable Boolean mined = false; shared variable Integer adjacentMines = 0;   string => if (covered && !flagged) then "." else if (covered && flagged) then "?" else if (!covered && mined) then "X" else if (!covered && adjacentMines > 0) then adjacentMines.string else " "; }   "The main function of the module. Run this one." shared void run() {   value random = DefaultRandom(); value chanceOfBomb = 0.2;   value width = 6; value height = 4;   value grid = Array { for (j in 1..height) Array { for (i in 1..width) Cell() } };   function getCell(Integer x, Integer y) => grid[y]?.get(x);   void initializeGrid() {   for (row in grid) { for (cell in row) { cell.covered = true; cell.flagged = false; cell.mined = random.nextFloat() < chanceOfBomb; } }   function countAdjacentMines(Integer x, Integer y) => count { for (j in y - 1 .. y + 1) for (i in x - 1 .. x + 1) if (exists cell = getCell(i, j)) cell.mined };   for (j->row in grid.indexed) { for (i->cell in row.indexed) { cell.adjacentMines = countAdjacentMines(i, j); } } }   void displayGrid() { print(" " + "".join(1..width)); print(" " + "-".repeat(width)); for (j->row in grid.indexed) { print("``j + 1``|``"".join(row)``|``j + 1``"); } print(" " + "-".repeat(width)); print(" " + "".join(1..width)); }   Boolean won() => expand(grid).every((cell) => (cell.flagged && cell.mined) || (!cell.flagged && !cell.mined));   void uncoverNeighbours(Integer x, Integer y) { for (j in y - 1 .. y + 1) { for (i in x - 1 .. x + 1) { if (exists cell = getCell(i, j), cell.covered, !cell.flagged, !cell.mined) { cell.covered = false; if (cell.adjacentMines == 0) { uncoverNeighbours(i, j); } } } } }   while (true) { print("Welcome to minesweeper! -----------------------"); initializeGrid(); while (true) { displayGrid(); print(" The number of mines to find is ``count(expand(grid)*.mined)``. What would you like to do? [1] reveal a free space (or blow yourself up) [2] mark (or unmark) a mine"); assert (exists instruction = process.readLine()); print("Please enter the coordinates. eg 2 4"); assert (exists line2 = process.readLine()); value coords = line2.split().map(Integer.parse).narrow<Integer>().sequence(); if (exists x = coords[0], exists y = coords[1], exists cell = getCell(x - 1, y - 1)) { switch (instruction) case ("1") { if (cell.mined) { print("================= === You lose! === ================="); expand(grid).each((cell) => cell.covered = false); displayGrid(); break; } else if (cell.covered) { cell.covered = false; uncoverNeighbours(x - 1, y - 1); } } case ("2") { if (cell.covered) { cell.flagged = !cell.flagged; } } else { print("bad choice"); } if (won()) { print("**************** *** You win! *** ****************"); break; } } } } }
http://rosettacode.org/wiki/Minimum_positive_multiple_in_base_10_using_only_0_and_1
Minimum positive multiple in base 10 using only 0 and 1
Every positive integer has infinitely many base-10 multiples that only use the digits 0 and 1. The goal of this task is to find and display the minimum multiple that has this property. This is simple to do, but can be challenging to do efficiently. To avoid repeating long, unwieldy phrases, the operation "minimum positive multiple of a positive integer n in base 10 that only uses the digits 0 and 1" will hereafter be referred to as "B10". Task Write a routine to find the B10 of a given integer. E.G. n B10 n × multiplier 1 1 ( 1 × 1 ) 2 10 ( 2 × 5 ) 7 1001 ( 7 x 143 ) 9 111111111 ( 9 x 12345679 ) 10 10 ( 10 x 1 ) and so on. Use the routine to find and display here, on this page, the B10 value for: 1 through 10, 95 through 105, 297, 576, 594, 891, 909, 999 Optionally find B10 for: 1998, 2079, 2251, 2277 Stretch goal; find B10 for: 2439, 2997, 4878 There are many opportunities for optimizations, but avoid using magic numbers as much as possible. If you do use magic numbers, explain briefly why and what they do for your implementation. See also OEIS:A004290 Least positive multiple of n that when written in base 10 uses only 0's and 1's. How to find Minimum Positive Multiple in base 10 using only 0 and 1
#J
J
B10=: {{ NB. https://oeis.org/A004290 next=. {{ {: (u -) 10x^# }} step=. ([>. [ {~ y|(i.y)+]) next continue=. 0 = ({~y|]) next L=.1 0,~^:(y>1) (, step)^:continue^:_ ,:y{.1 1 k=. y|-r=.10x^<:#L for_j. i.-<:#L do. if. 0=L{~<k,~j-1 do. k=. y|k-E=. 10x^j r=. r+E end. end. r assert. 0=y|r }}
http://rosettacode.org/wiki/Modular_exponentiation
Modular exponentiation
Find the last   40   decimal digits of   a b {\displaystyle a^{b}} ,   where   a = 2988348162058574136915891421498819466320163312926952423791023078876139 {\displaystyle a=2988348162058574136915891421498819466320163312926952423791023078876139}   b = 2351399303373464486466122544523690094744975233415544072992656881240319 {\displaystyle b=2351399303373464486466122544523690094744975233415544072992656881240319} A computer is too slow to find the entire value of   a b {\displaystyle a^{b}} . Instead, the program must use a fast algorithm for modular exponentiation:   a b mod m {\displaystyle a^{b}\mod m} . The algorithm must work for any integers   a , b , m {\displaystyle a,b,m} ,     where   b ≥ 0 {\displaystyle b\geq 0}   and   m > 0 {\displaystyle m>0} .
#Groovy
Groovy
println 2988348162058574136915891421498819466320163312926952423791023078876139.modPow( 2351399303373464486466122544523690094744975233415544072992656881240319, 10000000000000000000000000000000000000000)