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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
#Kotlin
Kotlin
import java.math.BigDecimal import java.math.BigInteger   val names = listOf("Platinum", "Golden", "Silver", "Bronze", "Copper", "Nickel", "Aluminium", "Iron", "Tin", "Lead")   fun lucas(b: Long) { println("Lucas sequence for ${names[b.toInt()]} ratio, where b = $b:") print("First 15 elements: ") var x0 = 1L var x1 = 1L print("$x0, $x1") for (i in 1..13) { val x2 = b * x1 + x0 print(", $x2") x0 = x1 x1 = x2 } println() }   fun metallic(b: Long, dp:Int) { var x0 = BigInteger.ONE var x1 = BigInteger.ONE var x2: BigInteger val bb = BigInteger.valueOf(b) val ratio = BigDecimal.ONE.setScale(dp) var iters = 0 var prev = ratio.toString() while (true) { iters++ x2 = bb * x1 + x0 val thiz = (x2.toBigDecimal(dp) / x1.toBigDecimal(dp)).toString() if (prev == thiz) { var plural = "s" if (iters == 1) { plural = "" } println("Value after $iters iteration$plural: $thiz\n") return } prev = thiz x0 = x1 x1 = x2 } }   fun main() { for (b in 0L until 10L) { lucas(b) metallic(b, 32) } println("Golden ration, where b = 1:") metallic(1, 256) }
http://rosettacode.org/wiki/Middle_three_digits
Middle three digits
Task Write a function/procedure/subroutine that is called with an integer value and returns the middle three digits of the integer if possible or a clear indication of an error if this is not possible. Note: The order of the middle digits should be preserved. Your function should be tested with the following values; the first line should return valid answers, those of the second line should return clear indications of an error: 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345 1, 2, -1, -10, 2002, -2002, 0 Show your output on this page.
#ALGOL_W
ALGOL W
begin  % record structure that will be used to return the middle 3 digits of a number  %  % if the middle three digits can't be determined, isOk will be false and message %  % will contain an error message  %  % if the middle 3 digts can be determined, middle3 will contain the middle 3  %  % digits and isOk will be true  % record MiddleThreeDigits ( integer middle3; logical isOk; string(80) message );    % finds the middle3 digits of a number or describes why they can't be found  % reference(MiddleThreeDigits) procedure findMiddleThreeDigits ( integer value number ) ; begin integer n, digitCount, d;   n  := abs( number );  % count the number of digits the number has % digitCount := if n = 0 then 1 else 0; d  := n; while d > 0 do begin digitCount := digitCount + 1; d  := d div 10 end while_d_gt_0 ; if digitCount < 3 then MiddleThreeDigits( 0, false, "Number must have at least 3 digits" ) else if not odd( digitCount ) then MiddleThreeDigits( 0, false, "Number must have an odd number of digits" ) else begin  % can find the middle three digits % integer m3; m3 := n; for d := 1 until ( digitCount - 3 ) div 2 do m3 := m3 div 10; MiddleThreeDigits( m3 rem 1000, true, "" ) end end findMiddleThreeDigits ;    % test the findMiddleThreeDigits procedure % for n := 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345, 1, 2, -1, -10, 2002, -2002, 0 do begin reference(MiddleThreeDigits) m3; i_w := 10; s_w := 0; % set output formating % m3 := findMiddleThreeDigits( n ); write( n, ": " ); if not isOk(m3) then writeon( message(m3) ) else begin  % as we return the middle three digits as an integer, we must manually 0 pad % if middle3(m3) < 100 then writeon( "0" ); if middle3(m3) < 10 then writeon( "0" ); writeon( i_w := 1, middle3(m3) ) end end for_n   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)
#Go
Go
package main   import ( "bufio" "fmt" "math" "math/rand" "os" "strconv" "strings" "time" )   type cell struct { isMine bool display byte // display character for cell }   const lMargin = 4   var ( grid [][]cell mineCount int minesMarked int isGameOver bool )   var scanner = bufio.NewScanner(os.Stdin)   func makeGrid(n, m int) { if n <= 0 || m <= 0 { panic("Grid dimensions must be positive.") } grid = make([][]cell, n) for i := 0; i < n; i++ { grid[i] = make([]cell, m) for j := 0; j < m; j++ { grid[i][j].display = '.' } } min := int(math.Round(float64(n*m) * 0.1)) // 10% of tiles max := int(math.Round(float64(n*m) * 0.2)) // 20% of tiles mineCount = min + rand.Intn(max-min+1) rm := mineCount for rm > 0 { x, y := rand.Intn(n), rand.Intn(m) if !grid[x][y].isMine { rm-- grid[x][y].isMine = true } } minesMarked = 0 isGameOver = false }   func displayGrid(isEndOfGame bool) { if !isEndOfGame { fmt.Println("Grid has", mineCount, "mine(s),", minesMarked, "mine(s) marked.") } margin := strings.Repeat(" ", lMargin) fmt.Print(margin, " ") for i := 1; i <= len(grid); i++ { fmt.Print(i) } fmt.Println() fmt.Println(margin, strings.Repeat("-", len(grid))) for y := 0; y < len(grid[0]); y++ { fmt.Printf("%*d:", lMargin, y+1) for x := 0; x < len(grid); x++ { fmt.Printf("%c", grid[x][y].display) } fmt.Println() } }   func endGame(msg string) { isGameOver = true fmt.Println(msg) ans := "" for ans != "y" && ans != "n" { fmt.Print("Another game (y/n)? : ") scanner.Scan() ans = strings.ToLower(scanner.Text()) } if scanner.Err() != nil || ans == "n" { return } makeGrid(6, 4) displayGrid(false) }   func resign() { found := 0 for y := 0; y < len(grid[0]); y++ { for x := 0; x < len(grid); x++ { if grid[x][y].isMine { if grid[x][y].display == '?' { grid[x][y].display = 'Y' found++ } else if grid[x][y].display != 'x' { grid[x][y].display = 'N' } } } } displayGrid(true) msg := fmt.Sprint("You found ", found, " out of ", mineCount, " mine(s).") endGame(msg) }   func usage() { fmt.Println("h or ? - this help,") fmt.Println("c x y - clear cell (x,y),") fmt.Println("m x y - marks (toggles) cell (x,y),") fmt.Println("n - start a new game,") fmt.Println("q - quit/resign the game,") fmt.Println("where x is the (horizontal) column number and y is the (vertical) row number.\n") }   func markCell(x, y int) { if grid[x][y].display == '?' { minesMarked-- grid[x][y].display = '.' } else if grid[x][y].display == '.' { minesMarked++ grid[x][y].display = '?' } }   func countAdjMines(x, y int) int { count := 0 for j := y - 1; j <= y+1; j++ { if j >= 0 && j < len(grid[0]) { for i := x - 1; i <= x+1; i++ { if i >= 0 && i < len(grid) { if grid[i][j].isMine { count++ } } } } } return count }   func clearCell(x, y int) bool { if x >= 0 && x < len(grid) && y >= 0 && y < len(grid[0]) { if grid[x][y].display == '.' { if !grid[x][y].isMine { count := countAdjMines(x, y) if count > 0 { grid[x][y].display = string(48 + count)[0] } else { grid[x][y].display = ' ' clearCell(x+1, y) clearCell(x+1, y+1) clearCell(x, y+1) clearCell(x-1, y+1) clearCell(x-1, y) clearCell(x-1, y-1) clearCell(x, y-1) clearCell(x+1, y-1) } } else { grid[x][y].display = 'x' fmt.Println("Kaboom! You lost!") return false } } } return true }   func testForWin() bool { isCleared := false if minesMarked == mineCount { isCleared = true for x := 0; x < len(grid); x++ { for y := 0; y < len(grid[0]); y++ { if grid[x][y].display == '.' { isCleared = false } } } } if isCleared { fmt.Println("You won!") } return isCleared }   func splitAction(action string) (int, int, bool) { fields := strings.Fields(action) if len(fields) != 3 { return 0, 0, false } x, err := strconv.Atoi(fields[1]) if err != nil || x < 1 || x > len(grid) { return 0, 0, false } y, err := strconv.Atoi(fields[2]) if err != nil || y < 1 || y > len(grid[0]) { return 0, 0, false } return x, y, true }   func main() { rand.Seed(time.Now().UnixNano()) usage() makeGrid(6, 4) displayGrid(false) for !isGameOver { fmt.Print("\n>") scanner.Scan() action := strings.ToLower(scanner.Text()) if scanner.Err() != nil || len(action) == 0 { continue } switch action[0] { case 'h', '?': usage() case 'n': makeGrid(6, 4) displayGrid(false) case 'c': x, y, ok := splitAction(action) if !ok { continue } if clearCell(x-1, y-1) { displayGrid(false) if testForWin() { resign() } } else { resign() } case 'm': x, y, ok := splitAction(action) if !ok { continue } markCell(x-1, y-1) displayGrid(false) if testForWin() { resign() } case 'q': resign() } } }
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
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
ClearAll[B10] B10[n_Integer] := Module[{i, out}, i = 1; While[! Divisible[FromDigits[IntegerDigits[i, 2], 10], n], i++; ]; out = FromDigits[IntegerDigits[i, 2], 10]; Row@{n, " x ", out/n, " = ", out} ] Table[B10[i], {i, Range[10]}] // Column Table[B10[i], {i, 95, 105}] // Column B10[297] B10[576] B10[594] B10[891] B10[909] B10[999] B10[1998] B10[2079] B10[2251] B10[2277] B10[2439] B10[2997] B10[4878]
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} .
#Maxima
Maxima
a: 2988348162058574136915891421498819466320163312926952423791023078876139$ b: 2351399303373464486466122544523690094744975233415544072992656881240319$ power_mod(a, b, 10^40); /* 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} .
#Nim
Nim
import bigints   proc powmod(b, e, m: BigInt): BigInt = assert e >= 0 var e = e var b = b result = initBigInt(1) while e > 0: if e mod 2 == 1: result = (result * b) mod m e = e div 2 b = (b.pow 2) mod m   var a = initBigInt("2988348162058574136915891421498819466320163312926952423791023078876139") b = initBigInt("2351399303373464486466122544523690094744975233415544072992656881240319")   echo powmod(a, b, 10.pow 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.
#Factor
Factor
USING: accessors calendar circular colors.constants colors.hsv command-line continuations io kernel math math.parser namespaces openal.example sequences system timers ui ui.gadgets ui.pens.solid ; IN: rosetta-code.metronome   : bpm>duration ( bpm -- duration ) 60 swap / seconds ;   : blink-gadget ( gadget freq -- ) 1.0 1.0 1.0 <hsva> <solid> >>interior relayout-1 ;   : blank-gadget ( gadget -- ) COLOR: white <solid> >>interior relayout-1 ;   : play-note ( gadget freq -- ) [ blink-gadget ] [ 0.3 play-sine blank-gadget ] 2bi ;   : metronome-iteration ( gadget circular -- ) [ first play-note ] [ rotate-circular ] bi ;   TUPLE: metronome-gadget < gadget bpm notes timer ;   : <metronome-gadget> ( bpm notes -- gadget ) \ metronome-gadget new swap >>notes swap >>bpm ;   : metronome-quot ( gadget -- quot ) dup notes>> <circular> [ metronome-iteration ] 2curry ;   : metronome-timer ( gadget -- timer ) [ metronome-quot ] [ bpm>> bpm>duration ] bi every ;   M: metronome-gadget graft* ( gadget -- ) [ metronome-timer ] keep timer<< ;   M: metronome-gadget ungraft* timer>> stop-timer ;   M: metronome-gadget pref-dim* drop { 200 200 } ;   : metronome-defaults ( -- bpm notes ) 60 { 440 220 330 } ;   : metronome-ui ( bpm notes -- ) <metronome-gadget> "Metronome" open-window ;   : metronome-example ( -- ) metronome-defaults metronome-ui ;   : validate-args ( int-args -- ) [ length 2 < ] [ [ 0 <= ] any? ] bi or [ "args error" throw ] when ;   : (metronome-cmdline) ( args -- bpm notes ) [ string>number ] map dup validate-args unclip swap ;   : metronome-cmdline ( -- bpm notes ) command-line get [ metronome-defaults ] [ (metronome-cmdline) ] if-empty ;   : print-defaults ( -- ) metronome-defaults swap prefix [ " " write ] [ number>string write ] interleave nl ;   : metronome-usage ( -- ) "Usage: metronome [BPM FREQUENCIES...]" print "Arguments must be non-zero" print "Example: metronome " write print-defaults flush ;   : metronome-main ( -- ) [ [ metronome-cmdline metronome-ui ] [ drop metronome-usage 1 exit ] recover ] with-ui ;   MAIN: metronome-main
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.
#FreeBASIC
FreeBASIC
REM FreeBASIC no tiene la capacidad de emitir sonido de forma nativa. REM La función Sound no es mía, incluyo los créditos correspondientes. ' Sound Function v0.3 For DOS/Linux/Win by yetifoot ' Credits: ' http://www.frontiernet.net/~fys/snd.htm ' http://delphi.about.com/cs/adptips2003/a/bltip0303_3.htm #ifdef __FB_WIN32__ #include Once "windows.bi" #endif Sub Sound_DOS_LIN(Byval freq As Uinteger, dur As Uinteger) Dim t As Double Dim As Ushort fixed_freq = 1193181 \ freq   Asm mov dx, &H61 ' turn speaker on in al, dx or al, &H03 out dx, al mov dx, &H43 ' get the timer ready mov al, &HB6 out dx, al mov ax, word Ptr [fixed_freq] ' move freq to ax mov dx, &H42 ' port to out out dx, al ' out low order xchg ah, al out dx, al ' out high order End Asm   t = Timer While ((Timer - t) * 1000) < dur ' wait for out specified duration Sleep(1) Wend   Asm mov dx, &H61 ' turn speaker off in al, dx and al, &HFC out dx, al End Asm End Sub   Sub Sound(Byval freq As Uinteger, dur As Uinteger) #ifndef __fb_win32__ ' If not windows Then call the asm version. Sound_DOS_LIN(freq, dur) #Else ' If Windows Dim osv As OSVERSIONINFO   osv.dwOSVersionInfoSize = Sizeof(OSVERSIONINFO) GetVersionEx(@osv)   Select Case osv.dwPlatformId Case VER_PLATFORM_WIN32_NT ' If NT then use Beep from API Beep_(freq, dur) Case Else ' If not on NT then use the same as DOS/Linux Sound_DOS_LIN(freq, dur) End Select #endif End Sub   '----------   Sub metronome() Dim As Double bpm = 120.0 ' beats por minuto Dim As Long retardo = 1000*(60.0 / bpm) Dim As Integer bpb = 4 ' beats por compás Dim As Integer counter = 0 ' contador interno Do counter += 1 If counter Mod bpb <> 0 Then Sound(100, 60) Color 10: Print "tick "; Else Sound(119, 60) Color 11: Print "TICK " End If Sleep(retardo) Loop End Sub
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.
#Go
Go
package main   import ( "log" "os" "sync" "time" )   // counting semaphore implemented with a buffered channel type sem chan struct{}   func (s sem) acquire() { s <- struct{}{} } func (s sem) release() { <-s } func (s sem) count() int { return cap(s) - len(s) }   // log package serializes output var fmt = log.New(os.Stdout, "", 0)   // library analogy per WP article const nRooms = 10 const nStudents = 20   func main() { rooms := make(sem, nRooms) // WaitGroup used to wait for all students to have studied // before terminating program var studied sync.WaitGroup studied.Add(nStudents) // nStudents run concurrently for i := 0; i < nStudents; i++ { go student(rooms, &studied) } studied.Wait() }   func student(rooms sem, studied *sync.WaitGroup) { rooms.acquire() // report per task descrption. also exercise count operation fmt.Printf("Room entered. Count is %d. Studying...\n", rooms.count()) time.Sleep(2 * time.Second) // sleep per task description rooms.release() studied.Done() // signal that student is done }
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.
#Swift
Swift
precedencegroup ExponentiationGroup { higherThan: MultiplicationPrecedence }   infix operator ** : ExponentiationGroup   protocol Ring { associatedtype RingType: Numeric   var one: Self { get }   static func +(_ lhs: Self, _ rhs: Self) -> Self static func *(_ lhs: Self, _ rhs: Self) -> Self static func **(_ lhs: Self, _ rhs: Int) -> Self }   extension Ring { static func **(_ lhs: Self, _ rhs: Int) -> Self { var ret = lhs.one   for _ in stride(from: rhs, to: 0, by: -1) { ret = ret * lhs }   return ret } }   struct ModInt: Ring { typealias RingType = Int   var value: Int var modulo: Int   var one: ModInt { ModInt(1, modulo: modulo) }   init(_ value: Int, modulo: Int) { self.value = value self.modulo = modulo }   static func +(lhs: ModInt, rhs: ModInt) -> ModInt { precondition(lhs.modulo == rhs.modulo)   return ModInt((lhs.value + rhs.value) % lhs.modulo, modulo: lhs.modulo) }   static func *(lhs: ModInt, rhs: ModInt) -> ModInt { precondition(lhs.modulo == rhs.modulo)   return ModInt((lhs.value * rhs.value) % lhs.modulo, modulo: lhs.modulo) } }   func f<T: Ring>(_ x: T) -> T { (x ** 100) + x + x.one }   let x = ModInt(10, modulo: 13) let y = f(x)   print("x ^ 100 + x + 1 for x = ModInt(10, 13) is \(y)")
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.
#Tcl
Tcl
package require Tcl 8.6 package require pt::pgen   ### ### A simple expression parser for a subset of Tcl's expression language ###   # Define the grammar of expressions that we want to handle set grammar { PEG Calculator (Expression) Expression <- Term (' '* AddOp ' '* Term)* ; Term <- Factor (' '* MulOp ' '* Factor)* ; Fragment <- '(' ' '* Expression ' '* ')' / Number / Var ; Factor <- Fragment (' '* PowOp ' '* Fragment)* ; Number <- Sign? Digit+ ; Var <- '$' ( 'x'/'y'/'z' ) ;   Digit <- '0'/'1'/'2'/'3'/'4'/'5'/'6'/'7'/'8'/'9' ; Sign <- '-' / '+' ; MulOp <- '*' / '/' ; AddOp <- '+' / '-' ; PowOp <- '**' ; END; }   # Instantiate the parser class catch [pt::pgen peg $grammar snit -class Calculator -name Grammar]   # An engine that compiles an expression into Tcl code oo::class create CompileAST { variable sourcecode opns constructor {semantics} { set opns $semantics } method compile {script} { # Instantiate the parser set c [Calculator] set sourcecode $script try { return [my {*}[$c parset $script]] } finally { $c destroy } }   method Expression-Empty args {} method Expression-Compound {from to args} { foreach {o p} [list Expression-Empty {*}$args] { set o [my {*}$o]; set p [my {*}$p] set v [expr {$o ne "" ? "$o \[$v\] \[$p\]" : $p}] } return $v } forward Expression my Expression-Compound forward Term my Expression-Compound forward Factor my Expression-Compound forward Fragment my Expression-Compound   method Expression-Operator {from to args} { list ${opns} [string range $sourcecode $from $to] } forward AddOp my Expression-Operator forward MulOp my Expression-Operator forward PowOp my Expression-Operator   method Number {from to args} { list ${opns} value [string range $sourcecode $from $to] }   method Var {from to args} { list ${opns} variable [string range $sourcecode [expr {$from+1}] $to] } }
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.
#Racket
Racket
  #lang racket   (define (show-line xs) (for ([x xs]) (display (~a x #:width 4 #:align 'right))) (newline))   (show-line (cons "" (range 1 13))) (for ([y (in-range 1 13)]) (show-line (cons y (for/list ([x (in-range 1 13)]) (if (<= y x) (* x y) "")))))  
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.
#Perl
Perl
sub trick { my(@deck) = @_; my $result .= sprintf "%-28s @deck\n", 'Starting deck:';   my(@discard, @red, @black); deal(\@deck, \@discard, \@red, \@black);   $result .= sprintf "%-28s @red\n", 'Red pile:'; $result .= sprintf "%-28s @black\n", 'Black pile:';   my $n = int rand(+@red < +@black ? +@red : +@black); swap(\@red, \@black, $n);   $result .= sprintf "Red pile after %2d swapped: @red\n", $n; $result .= sprintf "Black pile after %2d swapped: @black\n", $n;   $result .= sprintf "Red in Red, Black in Black:  %d = %d\n", (scalar grep {/R/} @red), scalar grep {/B/} @black; return "$result\n"; }   sub deal { my($c, $d, $r, $b) = @_; while (@$c) { my $top = shift @$c; if ($top eq 'R') { push @$r, shift @$c } else { push @$b, shift @$c } push @$d, $top; } }   sub swap { my($r, $b, $n) = @_; push @$r, splice @$b, 0, $n; push @$b, splice @$r, 0, $n; }   @deck = split '', 'RB' x 26; # alternating red and black print trick(@deck); @deck = split '', 'RRBB' x 13; # alternating pairs of reds and blacks print trick(@deck); @deck = sort @deck; # all blacks precede reds print trick(@deck); @deck = sort { -1 + 2*int(rand 2) } @deck; # poor man's shuffle print trick(@deck);
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
#J
J
  NB. http://rosettacode.org/wiki/Mian-Chowla_sequence   NB. Dreadfully inefficient implementation recomputes all the sums to n-1 NB. and computes the full addition table rather than just a triangular region NB. However, this implementation is sufficiently quick to meet the requirements.   NB. The vector head is the next speculative value NB. Beheaded, the vector is Mian-Chowla sequence.     Until =: conjunction def 'u^:(0 = v)^:_' unique =: -:&# ~. NB. tally of list matches that of set   next_mc =: [: (, {.) (>:@:{. , }.)Until(unique@:((<:/~@i.@# #&, +/~)@:(}. , {.)))     prime_q =: 1&p: NB. for fun look at prime generation suitability  
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
#Java
Java
  import java.util.Arrays;   public class MianChowlaSequence {   public static void main(String[] args) { long start = System.currentTimeMillis(); System.out.println("First 30 terms of the Mian–Chowla sequence."); mianChowla(1, 30); System.out.println("Terms 91 through 100 of the Mian–Chowla sequence."); mianChowla(91, 100); long end = System.currentTimeMillis(); System.out.printf("Elapsed = %d ms%n", (end-start)); }   private static void mianChowla(int minIndex, int maxIndex) { int [] sums = new int[1]; int [] chowla = new int[maxIndex+1]; sums[0] = 2; chowla[0] = 0; chowla[1] = 1; if ( minIndex == 1 ) { System.out.printf("%d ", 1); } int chowlaLength = 1; for ( int n = 2 ; n <= maxIndex ; n++ ) {   // Sequence is strictly increasing. int test = chowla[n - 1]; // Bookkeeping. Generate only new sums. int[] sumsNew = Arrays.copyOf(sums, sums.length + n); int sumNewLength = sums.length; int savedsSumNewLength = sumNewLength;   // Generate test candidates for the next value of the sequence. boolean found = false; while ( ! found ) { test++; found = true; sumNewLength = savedsSumNewLength; // Generate test sums for ( int j = 0 ; j <= chowlaLength ; j++ ) { int testSum = (j == 0 ? test : chowla[j]) + test; boolean duplicate = false;   // Check if test Sum in array for ( int k = 0 ; k < sumNewLength ; k++ ) { if ( sumsNew[k] == testSum ) { duplicate = true; break; } } if ( ! duplicate ) { // Add to array sumsNew[sumNewLength] = testSum; sumNewLength++; } else { // Duplicate found. Therefore, test candidate of the next value of the sequence is not OK. found = false; break; } } }   // Bingo! Now update bookkeeping. chowla[n] = test; chowlaLength++; sums = sumsNew; if ( n >= minIndex ) { System.out.printf("%d %s", chowla[n], (n==maxIndex ? "\n" : "")); } } }   }  
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.
#J
J
macro dowhile(condition, block) quote while true $(esc(block)) if !$(esc(condition)) break end end end end   macro dountil(condition, block) quote while true $(esc(block)) if $(esc(condition)) break end end end end   using Primes   arr = [7, 31]   @dowhile (!isprime(arr[1]) && !isprime(arr[2])) begin println(arr) arr .+= 1 end println("Done.")   @dountil (isprime(arr[1]) || isprime(arr[2])) begin println(arr) arr .+= 1 end println("Done.")  
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.
#Julia
Julia
macro dowhile(condition, block) quote while true $(esc(block)) if !$(esc(condition)) break end end end end   macro dountil(condition, block) quote while true $(esc(block)) if $(esc(condition)) break end end end end   using Primes   arr = [7, 31]   @dowhile (!isprime(arr[1]) && !isprime(arr[2])) begin println(arr) arr .+= 1 end println("Done.")   @dountil (isprime(arr[1]) || isprime(arr[2])) begin println(arr) arr .+= 1 end println("Done.")  
http://rosettacode.org/wiki/Miller%E2%80%93Rabin_primality_test
Miller–Rabin primality test
This page uses content from Wikipedia. The original article was at Miller–Rabin primality test. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The Miller–Rabin primality test or Rabin–Miller primality test is a primality test: an algorithm which determines whether a given number is prime or not. The algorithm, as modified by Michael O. Rabin to avoid the generalized Riemann hypothesis, is a probabilistic algorithm. The pseudocode, from Wikipedia is: Input: n > 2, an odd integer to be tested for primality; k, a parameter that determines the accuracy of the test Output: composite if n is composite, otherwise probably prime write n − 1 as 2s·d with d odd by factoring powers of 2 from n − 1 LOOP: repeat k times: pick a randomly in the range [2, n − 1] x ← ad mod n if x = 1 or x = n − 1 then do next LOOP repeat s − 1 times: x ← x2 mod n if x = 1 then return composite if x = n − 1 then do next LOOP return composite return probably prime The nature of the test involves big numbers, so the use of "big numbers" libraries (or similar features of the language of your choice) are suggested, but not mandatory. Deterministic variants of the test exist and can be implemented as extra (not mandatory to complete the task)
#AutoHotkey
AutoHotkey
MsgBox % MillerRabin(999983,10) ; 1 MsgBox % MillerRabin(999809,10) ; 1 MsgBox % MillerRabin(999727,10) ; 1 MsgBox % MillerRabin(52633,10) ; 0 MsgBox % MillerRabin(60787,10) ; 0 MsgBox % MillerRabin(999999,10) ; 0 MsgBox % MillerRabin(999995,10) ; 0 MsgBox % MillerRabin(999991,10) ; 0   MillerRabin(n,k) { ; 0: composite, 1: probable prime (n < 2**31) d := n-1, s := 0 While !(d&1) d>>=1, s++   Loop %k% { Random a, 2, n-2 ; if n < 4,759,123,141, it is enough to test a = 2, 7, and 61. x := PowMod(a,d,n) If (x=1 || x=n-1) Continue Cont := 0 Loop % s-1 { x := PowMod(x,2,n) If (x = 1) Return 0 If (x = n-1) { Cont = 1 Break } } IfEqual Cont,1, Continue Return 0 } Return 1 }   PowMod(x,n,m) { ; x**n mod m y := 1, i := n, z := x While i>0 y := i&1 ? mod(y*z,m) : y, z := mod(z*z,m), i >>= 1 Return y }
http://rosettacode.org/wiki/Merge_and_aggregate_datasets
Merge and aggregate datasets
Merge and aggregate datasets Task Merge and aggregate two datasets as provided in   .csv   files into a new resulting dataset. Use the appropriate methods and data structures depending on the programming language. Use the most common libraries only when built-in functionality is not sufficient. Note Either load the data from the   .csv   files or create the required data structures hard-coded. patients.csv   file contents: PATIENT_ID,LASTNAME 1001,Hopper 4004,Wirth 3003,Kemeny 2002,Gosling 5005,Kurtz visits.csv   file contents: PATIENT_ID,VISIT_DATE,SCORE 2002,2020-09-10,6.8 1001,2020-09-17,5.5 4004,2020-09-24,8.4 2002,2020-10-08, 1001,,6.6 3003,2020-11-12, 4004,2020-11-05,7.0 1001,2020-11-19,5.3 Create a resulting dataset in-memory or output it to screen or file, whichever is appropriate for the programming language at hand. Merge and group per patient id and last name,   get the maximum visit date,   and get the sum and average of the scores per patient to get the resulting dataset. Note that the visit date is purposefully provided as ISO format,   so that it could also be processed as text and sorted alphabetically to determine the maximum date. | PATIENT_ID | LASTNAME | LAST_VISIT | SCORE_SUM | SCORE_AVG | | 1001 | Hopper | 2020-11-19 | 17.4 | 5.80 | | 2002 | Gosling | 2020-10-08 | 6.8 | 6.80 | | 3003 | Kemeny | 2020-11-12 | | | | 4004 | Wirth | 2020-11-05 | 15.4 | 7.70 | | 5005 | Kurtz | | | | Note This task is aimed in particular at programming languages that are used in data science and data processing, such as F#, Python, R, SPSS, MATLAB etc. Related tasks CSV data manipulation CSV to HTML translation Read entire file Read a file line by line
#11l
11l
V patients_csv = ‘PATIENT_ID,LASTNAME 1001,Hopper 4004,Wirth 3003,Kemeny 2002,Gosling 5005,Kurtz’   V visits_csv = ‘PATIENT_ID,VISIT_DATE,SCORE 2002,2020-09-10,6.8 1001,2020-09-17,5.5 4004,2020-09-24,8.4 2002,2020-10-08, 1001,,6.6 3003,2020-11-12, 4004,2020-11-05,7.0 1001,2020-11-19,5.3’   F csv2list(s) [[String]] rows L(row) s.split("\n") rows [+]= row.split(‘,’) R rows   V patients = csv2list(patients_csv) V visits = csv2list(visits_csv)   V result = copy(patients) result.sort_range(1..) result[0].append(‘LAST_VISIT’) V last = Dict(visits[1..], p_vis -> (p_vis[0], p_vis[1])) L(record) 1 .< result.len result[record].append(last.get(result[record][0], ‘’)) result[0] [+]= [‘SCORE_SUM’, ‘SCORE_AVG’]   V n = Dict(patients[1..], p -> (p[0], 0)) V tot = Dict(patients[1..], p -> (p[0], 0.0))   L(record) visits[1..] V p = record[0] V score = record[2] I !score.empty n[p]++ tot[p] += Float(score)   L(record) 1 .< result.len V p = result[record][0] I n[p] != 0 result[record] [+]= [‘#3.1’.format(tot[p]), ‘#2.2’.format(tot[p] / n[p])] E result[record] [+]= [‘’, ‘’]   L(record) result print(‘| ’record.map(r -> r.center(10)).join(‘ | ’)‘ |’)
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#6502_Assembly
6502 Assembly
soft_rs232_lo equ $20 ;%87654321 soft_rs232_hi equ $21 ;%-------9
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
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
ClearAll[FindMetallicRatio] FindMetallicRatio[b_, digits_] := Module[{n, m, data, acc, old, done = False}, {n, m} = {1, 1}; old = -100; data = {}; While[done == False, {n, m} = {m, b m + n}; AppendTo[data, {m, m/n}]; If[Length[data] > 15, If[-N[Log10[Abs[data[[-1, 2]] - data[[-2, 2]]]]] > digits, done = True ] ] ]; acc = -N[Log10[Abs[data[[-1, 2]] - data[[-2, 2]]]]]; <|"sequence" -> Join[{1, 1}, data[[All, 1]]], "ratio" -> data[[All, 2]], "acc" -> acc, "steps" -> Length[data]|> ] Do[ out = FindMetallicRatio[b, 32]; Print["b=", b]; Print["b=", b, " first 15=", Take[out["sequence"], 15]]; Print["b=", b, " ratio=", N[Last[out["ratio"]], {\[Infinity], 33}]]; Print["b=", b, " Number of steps=", out["steps"]]; , {b, 0, 9} ] out = FindMetallicRatio[1, 256]; out["steps"] N[out["ratio"][[-1]], 256]
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
#Nim
Nim
import strformat import bignum   type Metal {.pure.} = enum platinum, golden, silver, bronze, copper, nickel, aluminium, iron, tin, lead   iterator sequence(b: int): Int = ## Yield the successive terms if a “Lucas” sequence. ## The first two terms are ignored. var x, y = newInt(1) while true: x += b * y swap x, y yield y     template plural(n: int): string = if n >= 2: "s" else: ""     proc computeRatio(b: Natural; digits: Positive) = ## Compute the ratio for the given "n" with the required number of digits.   let M = 10^culong(digits)   var niter = 0 # Number of iterations. var prevN = newInt(1) # Previous value of "n". var ratio = M # Current value of ratio.   for n in sequence(b): inc niter let nextRatio = n * M div prevN if nextRatio == ratio: break prevN = n.clone ratio = nextRatio   var str = $ratio str.insert(".", 1) echo &"Value to {digits} decimal places after {niter} iteration{plural(niter)}: ", str     when isMainModule:   for b in 0..9: echo &"“Lucas” sequence for {Metal(b)} ratio where b = {b}:" stdout.write "First 15 elements: 1 1" var count = 2 for n in sequence(b): stdout.write ' ', n inc count if count == 15: break echo "" computeRatio(b, 32) echo ""   echo "Golden ratio where b = 1:" computeRatio(1, 256)
http://rosettacode.org/wiki/Median_filter
Median filter
The median filter takes in the neighbourhood the median color (see Median filter) (to test the function below, you can use these input and output solutions)
#Action.21
Action!
INCLUDE "H6:LOADPPM5.ACT" INCLUDE "D2:SORT.ACT" ;from the Action! Tool Kit   DEFINE HISTSIZE="256"   PROC PutBigPixel(INT x,y BYTE col) IF x>=0 AND x<=79 AND y>=0 AND y<=47 THEN y==LSH 2 col==RSH 4 IF col<0 THEN col=0 ELSEIF col>15 THEN col=15 FI Color=col Plot(x,y) DrawTo(x,y+3) FI RETURN   PROC DrawImage(GrayImage POINTER image INT x,y) INT i,j BYTE c   FOR j=0 TO image.gh-1 DO FOR i=0 TO image.gw-1 DO c=GetGrayPixel(image,i,j) PutBigPixel(x+i,y+j,c) OD OD RETURN   INT FUNC Clamp(INT x,min,max) IF x<min THEN RETURN (min) ELSEIF x>max THEN RETURN (max) FI RETURN (x)   BYTE FUNC Median(BYTE ARRAY a BYTE len) SortB(a,len,0) len==RSH 1 RETURN (a(len))   PROC Median3x3(GrayImage POINTER src,dst) INT x,y,i,j,ii,jj,index,sum BYTE ARRAY arr(9) BYTE c   FOR j=0 TO src.gh-1 DO FOR i=0 TO src.gw-1 DO sum=0 index=0 FOR jj=-1 TO 1 DO y=Clamp(j+jj,0,src.gh-1) FOR ii=-1 TO 1 DO x=Clamp(i+ii,0,src.gw-1) c=GetGrayPixel(src,x,y) arr(index)=c index==+1 OD OD c=Median(arr,9) SetGrayPixel(dst,i,j,c) OD OD RETURN   PROC Main() BYTE CH=$02FC ;Internal hardware value for last key pressed BYTE ARRAY dataIn(900),dataOut(900) GrayImage in,out INT size=[30],x,y   Put(125) PutE() ;clear the screen   InitGrayImage(in,size,size,dataIn) InitGrayImage(out,size,size,dataOut) PrintE("Loading source image...") LoadPPM5(in,"H6:LENA30G.PPM") PrintE("Median filter...") Median3x3(in,out)   Graphics(9) x=(40-size)/2 y=(48-size)/2 DrawImage(in,x,y) DrawImage(out,x+40,y)   DO UNTIL CH#$FF OD CH=$FF RETURN
http://rosettacode.org/wiki/Middle_three_digits
Middle three digits
Task Write a function/procedure/subroutine that is called with an integer value and returns the middle three digits of the integer if possible or a clear indication of an error if this is not possible. Note: The order of the middle digits should be preserved. Your function should be tested with the following values; the first line should return valid answers, those of the second line should return clear indications of an error: 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345 1, 2, -1, -10, 2002, -2002, 0 Show your output on this page.
#AppleScript
AppleScript
on middle3Digits(n) try n as number -- Errors if n isn't a number or coercible thereto. set s to n as text -- Keep for the ouput string. if (n mod 1 is not 0) then error (s & " isn't an integer value.") if (n < 0) then set n to -n if (n < 100) then error (s & " has fewer than three digits.") -- Coercing large numbers to text may result in E notation, so extract the digit values individually. set theDigits to {} repeat until (n = 0) set beginning of theDigits to n mod 10 as integer set n to n div 10 end repeat set c to (count theDigits) if (c mod 2 is 0) then error (s & " has an even number of digits.") on error errMsg return "middle3Digits handler got an error: " & errMsg end try set i to (c - 3) div 2 + 1 set {x, y, z} to items i thru (i + 2) of theDigits   return "The middle three digits of " & s & " are " & ((x as text) & y & z & ".") end middle3Digits   -- Test code: set testNumbers to {123, 12345, 1234567, "987654321", "987654321" as number, 10001, -10001, -123, -100, 100, -12345, 1, 2, -1, -10, 2002, -2002, 0} set output to {} repeat with thisNumber in testNumbers set end of output to middle3Digits(thisNumber) end repeat set astid to AppleScript's text item delimiters set AppleScript's text item delimiters to linefeed set output to output as text set AppleScript's text item delimiters to astid return output
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)
#Icon_and_Unicon
Icon and Unicon
global DEFARGS,MF   record minefield(mask,grid,rows,cols,mines,density,marked)   $define _DEFAULTS [6, 4, .2, .6] # task defaults #$define _DEFAULTS [6, 7, .05, .1] # defaults for debugging $define _INDENT 6 $define _MINE "Y" $define _TRUEMINE "Y" $define _FALSEMINE "N" $define _MASK "." $define _MARK "?" $define _TOGGLE1 ".?" $define _TOGGLE2 "?."   procedure main(arglist) #: play the game static trace initial trace := -1   DEFARGS := _DEFAULTS if *arglist = 0 then arglist := DEFARGS   newgame!arglist while c := trim(read()) do { c ? { tab(many(' ')) case move(1) of { # required commands "c": clear() & showgrid() # c clear 1 sq and show "m": mark() # m flag/unflag a mine "p": showgrid() # p show the mine field "r": endgame("Resigning.") # r resign this game # optional commands "n": newgame!arglist # n new game grid "k": clearunmarked() & showgrid() # k clears adjecent unmarked cells if #flags = count "x": clearallunmarked() # x clears every unflagged cell at once win/loose fast "q": stop("Quitting") # q quit "t": &trace :=: trace # t toggle tracing for debugging default: usage() }} testforwin(g) } end   procedure newgame(r,c,l,h) #: start a new game local i,j,t   MF := minefield()   MF.rows := 0 < integer(\r) | DEFARGS[1] MF.cols := 0 < integer(\c) | DEFARGS[2]   every !(MF.mask := list(MF.rows)) := list(MF.cols,_MASK) # set mask every !(MF.grid := list(MF.rows)) := list(MF.cols,0) # default count   l := 1 > (0 < real(\l)) | DEFARGS[3] h := 1 > (0 < real(\h)) | DEFARGS[4] if l > h then l :=: h   until MF.density := l <= ( h >= ?0 ) # random density between l:h MF.mines := integer(MF.rows * MF.cols * MF.density) # mines needed MF.marked := 0   write("Creating ",r,"x",c," mine field with ",MF.mines," (",MF.density * 100,"%).") every 1 to MF.mines do until \MF.grid[r := ?MF.rows, c := ?MF.cols] := &null # set mines every \MF.grid[i := 1 to MF.rows,j:= 1 to MF.cols] +:= (/MF.grid[i-1 to i+1,j-1 to j+1], 1) # set counts   showgrid() return end   procedure usage() #: show usage return write( "h or ? - this help\n", "n - start a new game\n", "c i j - clears x,y and displays the grid\n", "m i j - marks (toggles) x,y\n", "p - displays the grid\n", "k i j - clears adjecent unmarked cells if #marks = count\n", "x - clears ALL unmarked flags at once\n", "r - resign the game\n", "q - quit the game\n", "where i is the (vertical) row number and j is the (horizontal) column number." ) end   procedure getn(n) #: command parsing tab(many(' ')) if n := n >= ( 0 < integer(tab(many(&digits)))) then return n else write("Invalid or out of bounds grid square.") end   procedure showgrid() #: show grid local r,c,x   write(right("",_INDENT)," ",repl("----+----|",MF.cols / 10 + 1)[1+:MF.cols]) every r := 1 to *MF.mask do { writes(right(r,_INDENT)," : ") every c := 1 to *MF.mask[r] do writes( \MF.mask[r,c] | map(\MF.grid[r,c],"0"," ") | _MINE) write() } write(MF.marked," marked mines and ",MF.mines - MF.marked," mines left to be marked.") end   procedure mark() #: mark/toggle squares local i,j   if \MF.mask[i := getn(MF.rows), j :=getn(MF.cols)] := map(MF.mask[i,j],_TOGGLE1,_TOGGLE2) then { case MF.mask[i,j] of { _MASK : MF.marked -:= 1 _MARK : MF.marked +:= 1 } } end   procedure clear() #: clear a square local i,j   if ( i := getn(MF.rows) ) & ( j :=getn(MF.cols) ) then if /MF.mask[i,j] then write(i," ",j," was already clear") else if /MF.grid[i,j] then endgame("KABOOM! You lost.") else return revealclearing(i,j) end   procedure revealclearing(i,j) #: reaveal any clearing   if \MF.mask[i,j] := &null then { if MF.grid[i,j] = 0 then every revealclearing(i-1 to i+1,j-1 to j+1) return } end   procedure clearunmarked() #: clears adjecent unmarked cells if #flags = count local i,j,k,m,n   if ( i := getn(MF.rows) ) & ( j :=getn(MF.cols) ) then if /MF.mask[i,j] & ( k := 0 < MF.grid[i,j] ) then { every (\MF.mask[i-1 to i+1,j-1 to j+1] == _MARK) & ( k -:= 1) if k = 0 then { every (m := i-1 to i+1) & ( n := j-1 to j+1) do if \MF.mask[m,n] == _MASK then MF.mask[m,n] := &null revealclearing(i,j) return } else write("Marked squares must match adjacent mine count.") } else write("Must be adjecent to one or more marks to clear surrounding squares.") end   procedure clearallunmarked() #: fast win or loose local i,j,k   every (i := 1 to MF.rows) & (j := 1 to MF.cols) do { if \MF.mask[i,j] == _MASK then { MF.mask[i,j] := &null if /MF.grid[i,j] then k := 1 } } if \k then endgame("Kaboom - you loose.") end   procedure testforwin() #: win when rows*cols-#_MARK-#_MASK are clear and no Kaboom local t,x   t := MF.rows * MF.cols - MF.mines every x := !!MF.mask do if /x then t -:= 1 if t = 0 then endgame("You won!") end   procedure endgame(tag) #: end the game local i,j,m   every !(m := list(MF.rows)) := list(MF.cols) # new mask every (i := 1 to MF.rows) & (j := 1 to MF.cols) do if \MF.mask[i,j] == _MARK then m[i,j] := if /MF.grid[i,j] then _TRUEMINE else _FALSEMINE MF.mask := m write(tag) & showgrid() end
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
#Modula-2
Modula-2
  DEFINITION MODULE B10AsBin;   (* Returns a number representing the B10 of the passed-in number N. The result has the same binary digits as B10 has decimal digits, e.g. N = 7 returns 9 = 1001 binary, representing 1001 decimal. Returns 0 if the procedure fails. In TopSpeed Modula-2, CARDINAL is unsigned 16-bit, LONGCARD is unsigned 32-bit. *) PROCEDURE CalcB10AsBinary( N : CARDINAL) : LONGCARD;   END B10AsBin.  
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} .
#OCaml
OCaml
  let a = Z.of_string "2988348162058574136915891421498819466320163312926952423791023078876139" in let b = Z.of_string "2351399303373464486466122544523690094744975233415544072992656881240319" in let m = Z.pow (Z.of_int 10) 40 in Z.powm a b m |> Z.to_string |> print_endline
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} .
#Oforth
Oforth
: powmod(base, exponent, modulus) 1 exponent dup ifZero: [ return ] while ( dup 0 > ) [ dup isEven ifFalse: [ swap base * modulus mod swap ] 2 / base sq modulus mod ->base ] drop ;
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.
#Go
Go
package main   import ( "fmt" "time" )   func main() { var bpm = 72.0 // Beats Per Minute var bpb = 4 // Beats Per Bar   d := time.Duration(float64(time.Minute) / bpm) fmt.Println("Delay:", d) t := time.NewTicker(d) i := 1 for _ = range t.C { i-- if i == 0 { i = bpb fmt.Printf("\nTICK ") } else { fmt.Printf("tick ") } } }
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.
#Groovy
Groovy
class CountingSemaphore { private int count = 0 private final int max   CountingSemaphore(int max) { this.max = max }   synchronized int acquire() { while (count >= max) { wait() } ++count }   synchronized int release() { if (count) { count--; notifyAll() } count }   synchronized int getCount() { count } }
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.
#Haskell
Haskell
import Control.Concurrent ( newQSem, signalQSem, waitQSem, threadDelay, forkIO, newEmptyMVar, putMVar, takeMVar, QSem, MVar ) import Control.Monad ( replicateM_ )   worker :: QSem -> MVar String -> Int -> IO () worker q m n = do waitQSem q putMVar m $ "Worker " <> show n <> " has acquired the lock." threadDelay 2000000 -- microseconds! signalQSem q putMVar m $ "Worker " <> show n <> " has released the lock."   main :: IO () main = do q <- newQSem 3 m <- newEmptyMVar let workers = 5 prints = 2 * workers mapM_ (forkIO . worker q m) [1 .. workers] replicateM_ prints $ takeMVar m >>= putStrLn
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.
#VBA
VBA
Option Base 1 Private Function mi_one(ByVal a As Variant) As Variant If IsArray(a) Then a(1) = 1 Else a = 1 End If mi_one = a End Function   Private Function mi_add(ByVal a As Variant, b As Variant) As Variant If IsArray(a) Then If IsArray(b) Then If a(2) <> b(2) Then mi_add = CVErr(2019) Else a(1) = (a(1) + b(1)) Mod a(2) mi_add = a End If Else mi_add = CVErr(2018) End If Else If IsArray(b) Then mi_add = CVErr(2018) Else a = a + b mi_add = a End If End If End Function   Private Function mi_mul(ByVal a As Variant, b As Variant) As Variant If IsArray(a) Then If IsArray(b) Then If a(2) <> b(2) Then mi_mul = CVErr(2019) Else a(1) = (a(1) * b(1)) Mod a(2) mi_mul = a End If Else mi_mul = CVErr(2018) End If Else If IsArray(b) Then mi_mul = CVErr(2018) Else a = a * b mi_mul = a End If End If End Function   Private Function mi_power(x As Variant, p As Integer) As Variant res = mi_one(x) For i = 1 To p res = mi_mul(res, x) Next i mi_power = res End Function   Private Function mi_print(m As Variant) As Variant If IsArray(m) Then s = "modint(" & m(1) & "," & m(2) & ")" Else s = CStr(m) End If mi_print = s End Function   Private Function f(x As Variant) As Variant f = mi_add(mi_power(x, 100), mi_add(x, mi_one(x))) End Function   Private Sub test(x As Variant) Debug.Print "x^100 + x + 1 for x == " & mi_print(x) & " is " & mi_print(f(x)) End Sub Public Sub main() test 10 test [{10,13}] 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.
#Raku
Raku
my $max = 12; my $width = chars $max**2; my $f = "%{$width}s";   say 'x'.fmt($f), '│ ', (1..$max).fmt($f); say '─' x $width, '┼', '─' x $max*$width + $max; for 1..$max -> $i { say $i.fmt($f), '│ ', ( for 1..$max -> $j { $i <= $j ?? $i*$j !! ''; } ).fmt($f); }
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.
#Phix
Phix
with javascript_semantics constant n = 52, pack = shuffle(repeat('r',n/2)&repeat('b',n/2)) string black = "", red = "", discard = "" for i=1 to length(pack) by 2 do integer top = pack[i], next = pack[i+1] if top=='b' then black &= next else red &= next end if discard &= top end for black = shuffle(black); red = shuffle(red) -- (optional) --printf(1,"Discards : %s\n",{discard}) printf(1,"Reds  : %s\nBlacks : %s\n\n",{red,black}) integer lb = length(black), lr = length(red), ns = rand(min(lb,lr)) printf(1,"Swap %d cards:\n\n", ns) string b1ns = black[1..ns], r1ns = red[1..ns] black[1..ns] = r1ns red[1..ns] = b1ns printf(1,"Reds  : %s\nBlacks : %s\n\n",{red,black}) integer nb = sum(sq_eq(black,'b')), nr = sum(sq_eq(red,'r')) string correct = iff(nr==nb?"correct":"**INCORRECT**") printf(1,"%d r in red, %d b in black - assertion %s\n",{nr,nb,correct})
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
#JavaScript
JavaScript
(() => { 'use strict';   // main :: IO () const main = () => { const genMianChowla = mianChowlas(); console.log([ 'Mian-Chowla terms 1-30:', take(30)( genMianChowla ),   '\nMian-Chowla terms 91-100:', ( drop(60)(genMianChowla), take(10)( genMianChowla ) ) ].join('\n') + '\n'); };   // mianChowlas :: Gen [Int] function* mianChowlas() { let mcs = [1], sumSet = new Set([2]), x = 1; while (true) { yield x; [sumSet, mcs, x] = nextMC(sumSet, mcs, x); } }   // nextMC :: Set Int -> [Int] -> Int -> (Set Int, [Int], Int) const nextMC = (setSums, mcs, n) => { // Set of sums -> Series up to n -> Next term in series const valid = x => { for (const m of mcs) { if (setSums.has(x + m)) return false; } return true; }; const x = until(valid)(x => 1 + x)(n); return [ sumList(mcs)(x) .reduce( (a, n) => (a.add(n), a), setSums ), mcs.concat(x), x ]; };   // sumList :: [Int] -> Int -> [Int] const sumList = xs => // Series so far -> additional term -> new sums n => [2 * n].concat(xs.map(x => n + x));     // ---------------- GENERIC FUNCTIONS ----------------   // drop :: Int -> [a] -> [a] // drop :: Int -> Generator [a] -> Generator [a] // drop :: Int -> String -> String const drop = n => xs => Infinity > length(xs) ? ( xs.slice(n) ) : (take(n)(xs), xs);     // length :: [a] -> Int const length = xs => // Returns Infinity over objects without finite // length. This enables zip and zipWith to choose // the shorter argument when one is non-finite, // like cycle, repeat etc 'GeneratorFunction' !== xs.constructor .constructor.name ? ( xs.length ) : Infinity;     // take :: Int -> [a] -> [a] // take :: Int -> String -> String const take = n => // The first n elements of a list, // string of characters, or stream. xs => 'GeneratorFunction' !== xs .constructor.constructor.name ? ( xs.slice(0, n) ) : [].concat.apply([], Array.from({ length: n }, () => { const x = xs.next(); return x.done ? [] : [x.value]; }));     // until :: (a -> Bool) -> (a -> a) -> a -> a const until = p => f => x => { let v = x; while (!p(v)) v = f(v); return v; };   // MAIN --- return main(); })();
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.
#Kotlin
Kotlin
// version 1.0.6   infix fun Double.pwr(exp: Double) = Math.pow(this, exp)   fun main(args: Array<String>) { val d = 2.0 pwr 8.0 println(d) }
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.
#Lingo
Lingo
r = RETURN str = "on halt"&r&"--do nothing"&r&"end" new(#script).scripttext = str
http://rosettacode.org/wiki/Miller%E2%80%93Rabin_primality_test
Miller–Rabin primality test
This page uses content from Wikipedia. The original article was at Miller–Rabin primality test. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The Miller–Rabin primality test or Rabin–Miller primality test is a primality test: an algorithm which determines whether a given number is prime or not. The algorithm, as modified by Michael O. Rabin to avoid the generalized Riemann hypothesis, is a probabilistic algorithm. The pseudocode, from Wikipedia is: Input: n > 2, an odd integer to be tested for primality; k, a parameter that determines the accuracy of the test Output: composite if n is composite, otherwise probably prime write n − 1 as 2s·d with d odd by factoring powers of 2 from n − 1 LOOP: repeat k times: pick a randomly in the range [2, n − 1] x ← ad mod n if x = 1 or x = n − 1 then do next LOOP repeat s − 1 times: x ← x2 mod n if x = 1 then return composite if x = n − 1 then do next LOOP return composite return probably prime The nature of the test involves big numbers, so the use of "big numbers" libraries (or similar features of the language of your choice) are suggested, but not mandatory. Deterministic variants of the test exist and can be implemented as extra (not mandatory to complete the task)
#bc
bc
seed = 1 /* seed of the random number generator */ scale = 0   /* Random number from 0 to 32767. */ define rand() { /* Cheap formula (from POSIX) for random numbers of low quality. */ seed = (seed * 1103515245 + 12345) % 4294967296 return ((seed / 65536) % 32768) }   /* Random number in range [from, to]. */ define rangerand(from, to) { auto b, h, i, m, n, r   m = to - from + 1 h = length(m) / 2 + 1 /* want h iterations of rand() % 100 */ b = 100 ^ h % m /* want n >= b */ while (1) { n = 0 /* pick n in range [b, 100 ^ h) */ for (i = h; i > 0; i--) { r = rand() while (r < 68) { r = rand(); } /* loop if the modulo bias */ n = (n * 100) + (r % 100) /* append 2 digits to n */ } if (n >= b) { break; } /* break unless the modulo bias */ } return (from + (n % m)) }       /* n is probably prime? */ define miller_rabin_test(n, k) { auto d, r, a, x, s   if (n <= 3) { return (1); } if ((n % 2) == 0) { return (0); }   /* find s and d so that d * 2^s = n - 1 */ d = n - 1 s = 0 while((d % 2) == 0) { d /= 2 s += 1 }   while (k-- > 0) { a = rangerand(2, n - 2) x = (a ^ d) % n if (x != 1) { for (r = 0; r < s; r++) { if (x == (n - 1)) { break; } x = (x * x) % n } if (x != (n - 1)) { return (0) } } } return (1) }   for (i = 1; i < 1000; i++) { if (miller_rabin_test(i, 10) == 1) { i } } quit
http://rosettacode.org/wiki/Merge_and_aggregate_datasets
Merge and aggregate datasets
Merge and aggregate datasets Task Merge and aggregate two datasets as provided in   .csv   files into a new resulting dataset. Use the appropriate methods and data structures depending on the programming language. Use the most common libraries only when built-in functionality is not sufficient. Note Either load the data from the   .csv   files or create the required data structures hard-coded. patients.csv   file contents: PATIENT_ID,LASTNAME 1001,Hopper 4004,Wirth 3003,Kemeny 2002,Gosling 5005,Kurtz visits.csv   file contents: PATIENT_ID,VISIT_DATE,SCORE 2002,2020-09-10,6.8 1001,2020-09-17,5.5 4004,2020-09-24,8.4 2002,2020-10-08, 1001,,6.6 3003,2020-11-12, 4004,2020-11-05,7.0 1001,2020-11-19,5.3 Create a resulting dataset in-memory or output it to screen or file, whichever is appropriate for the programming language at hand. Merge and group per patient id and last name,   get the maximum visit date,   and get the sum and average of the scores per patient to get the resulting dataset. Note that the visit date is purposefully provided as ISO format,   so that it could also be processed as text and sorted alphabetically to determine the maximum date. | PATIENT_ID | LASTNAME | LAST_VISIT | SCORE_SUM | SCORE_AVG | | 1001 | Hopper | 2020-11-19 | 17.4 | 5.80 | | 2002 | Gosling | 2020-10-08 | 6.8 | 6.80 | | 3003 | Kemeny | 2020-11-12 | | | | 4004 | Wirth | 2020-11-05 | 15.4 | 7.70 | | 5005 | Kurtz | | | | Note This task is aimed in particular at programming languages that are used in data science and data processing, such as F#, Python, R, SPSS, MATLAB etc. Related tasks CSV data manipulation CSV to HTML translation Read entire file Read a file line by line
#AutoHotkey
AutoHotkey
Merge_and_aggregate(patients, visits){ ID := [], LAST_VISIT := [], SCORE_SUM := [], VISIT := [] for i, line in StrSplit(patients, "`n", "`r"){ if (i=1) continue x := StrSplit(line, ",") ID[x.1] := x.2 }   for i, line in StrSplit(visits, "`n", "`r"){ if (i=1) continue x := StrSplit(line, ",") LAST_VISIT[x.1] := x.2 > LAST_VISIT[x.1] ? x.2 : LAST_VISIT[x.1] SCORE_SUM[x.1] := (SCORE_SUM[x.1] ? SCORE_SUM[x.1] : 0) + (x.3 ? x.3 : 0) if x.3 VISIT[x.1] := (VISIT[x.1] ? VISIT[x.1] : 0) + 1 }   output := "PATIENT_ID`tLASTNAME`tLAST_VISIT`tSCORE_SUM`tSCORE_AVG`n" for id, name in ID output .= ID "`t" name "`t" LAST_VISIT[id] "`t" SCORE_SUM[id] "`t" SCORE_SUM[id]/VISIT[id] "`n" return output }
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#Ada
Ada
type Bit is mod 2; type Rs_232_Layout is record Carrier_Detect  : Bit; Received_Data  : Bit; Transmitted_Data  : Bit; Data_Terminal_ready : Bit; Signal_Ground  : Bit; Data_Set_Ready  : Bit; Request_To_Send  : Bit; Clear_To_Send  : Bit; Ring_Indicator  : Bit; end record;   for Rs_232_Layout use record Carrier_Detect at 0 range 0..0; Received_Data at 0 range 1..1; Transmitted_Data at 0 range 2..2; Data_Terminal_Ready at 0 range 3..3; Signal_Ground at 0 range 4..4; Data_Set_Ready at 0 range 5..5; Request_To_Send at 0 range 6..6; Clear_To_Send at 0 range 7..7; Ring_Indicator at 0 range 8..8; end record;
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#ALGOL_68
ALGOL 68
MODE RSTWOTHREETWO = BITS; INT ofs = bits width - 9; INT lwb rs232 = ofs + 1, carrier detect = ofs + 1, received data = ofs + 2, transmitted data = ofs + 3, data terminal ready = ofs + 4, signal ground = ofs + 5, data set ready = ofs + 6, request to send = ofs + 7, clear to send = ofs + 8, ring indicator = ofs + 9, upb rs232 = ofs + 9;   RSTWOTHREETWO rs232 bits := 2r10000000; # up to bits width, OR # print(("received data: ",received data ELEM rs232bits, new line));   rs232 bits := bits pack((FALSE, TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE)); print(("received data: ",received data ELEM rs232bits, new line))
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
#Perl
Perl
use strict; use warnings; use feature qw(say state); use Math::AnyNum qw<:overload as_dec>;   sub gen_lucas { my $b = shift; my $i = 0; return sub { state @seq = (state $v1 = 1, state $v2 = 1); ($v2, $v1) = ($v1, $v2 + $b*$v1) and push(@seq, $v1) unless defined $seq[$i+1]; return $seq[$i++]; } }   sub metallic { my $lucas = shift; my $places = shift || 32; my $n = my $last = 0; my @seq = $lucas->(); while (1) { push @seq, $lucas->(); my $this = as_dec( $seq[-1]/$seq[-2], $places+1 ); last if $this eq $last; $last = $this; $n++; } $last, $n }   my @name = <Platinum Golden Silver Bronze Copper Nickel Aluminum Iron Tin Lead>;   for my $b (0..$#name) { my $lucas = gen_lucas($b); printf "\n'Lucas' sequence for $name[$b] ratio, where b = $b:\nFirst 15 elements: " . join ', ', map { $lucas->() } 1..15; printf "Approximated value %s reached after %d iterations\n", metallic(gen_lucas($b)); }   printf "\nGolden ratio to 256 decimal places %s reached after %d iterations", metallic(gen_lucas(1),256);
http://rosettacode.org/wiki/Median_filter
Median filter
The median filter takes in the neighbourhood the median color (see Median filter) (to test the function below, you can use these input and output solutions)
#Ada
Ada
function Median (Picture : Image; Radius : Positive) return Image is type Extended_Luminance is range 0..10_000_000; type VRGB is record Color : Pixel; Value : Luminance; end record; Width : constant Positive := 2*Radius*(Radius+1); type Window is array (-Width..Width) of VRGB; Sorted : Window; Next  : Integer;   procedure Put (Color : Pixel) is -- Sort using binary search pragma Inline (Put); This  : constant Luminance := Luminance ( ( 2_126 * Extended_Luminance (Color.R) + 7_152 * Extended_Luminance (Color.G) + 722 * Extended_Luminance (Color.B) ) / 10_000 ); That  : Luminance; Low  : Integer := Window'First; High  : Integer := Next - 1; Middle : Integer := (Low + High) / 2; begin while Low <= High loop That  := Sorted (Middle).Value; if That > This then High := Middle - 1; elsif That < This then Low := Middle + 1; else exit; end if; Middle := (Low + High) / 2; end loop; Sorted (Middle + 1..Next) := Sorted (Middle..Next - 1); Sorted (Middle) := (Color, This); Next := Next + 1; end Put; Result : Image (Picture'Range (1), Picture'Range (2)); begin for I in Picture'Range (1) loop for J in Picture'Range (2) loop Next := Window'First; for X in I - Radius .. I + Radius loop for Y in J - Radius .. J + Radius loop Put ( Picture ( Integer'Min (Picture'Last (1), Integer'Max (Picture'First (1), X)), Integer'Min (Picture'Last (2), Integer'Max (Picture'First (2), Y)) ) ); end loop; end loop; Result (I, J) := Sorted (0).Color; end loop; end loop; return Result; end Median;
http://rosettacode.org/wiki/Middle_three_digits
Middle three digits
Task Write a function/procedure/subroutine that is called with an integer value and returns the middle three digits of the integer if possible or a clear indication of an error if this is not possible. Note: The order of the middle digits should be preserved. Your function should be tested with the following values; the first line should return valid answers, those of the second line should return clear indications of an error: 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345 1, 2, -1, -10, 2002, -2002, 0 Show your output on this page.
#Arturo
Arturo
middleThree: function [num][ n: to :string abs num if 3 > size n -> return "Number must have at least three digits" if even? size n -> return "Number must have an odd number of digits"   middle: ((size n)/2)- 1 return slice n middle middle+2 ]   samples: @[ 123, 12345, 1234567, 987654321, 10001, neg 10001, neg 123, neg 100, 100, neg 12345, 1, 2, neg 1, neg 10, 2002, neg 2002, 0 ]   loop samples 's [ print [pad to :string s 10 ":" middleThree s] ]
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)
#Haskell
Haskell
{-# LANGUAGE TemplateHaskell #-}   module MineSweeper ( Board , Cell(..) , CellState(..) , Pos -- lenses / prisms , pos , coveredLens , coveredFlaggedLens , coveredMinedLens , xCoordLens , yCoordLens -- Functions , emptyBoard , groupedByRows , displayCell , isLoss , isWin , exposeMines , openCell , flagCell , mineBoard , totalRows , totalCols ) where   import Control.Lens ((%~), (&), (.~), (^.), (^?), Lens', Traversal', _1, _2, anyOf, filtered, folded, lengthOf, makeLenses, makePrisms, preview, to, view) import Data.List (find, groupBy, nub, delete, sortBy) import Data.Maybe (isJust) import System.Random (getStdGen, getStdRandom, randomR, randomRs)   type Pos = (Int, Int) type Board = [Cell]   data CellState = Covered { _mined :: Bool, _flagged :: Bool } | UnCovered { _mined :: Bool } deriving (Show, Eq)   data Cell = Cell { _pos :: Pos , _state :: CellState , _cellId :: Int , _adjacentMines :: Int } deriving (Show, Eq)   makePrisms ''CellState makeLenses ''CellState makeLenses ''Cell   -- Re-useable lens. coveredLens :: Traversal' Cell (Bool, Bool) --' coveredLens = state . _Covered   coveredMinedLens, coveredFlaggedLens, unCoveredLens :: Traversal' Cell Bool --' coveredMinedLens = coveredLens . _1 coveredFlaggedLens = coveredLens . _2 unCoveredLens = state . _UnCovered   xCoordLens, yCoordLens :: Lens' Cell Int --' xCoordLens = pos . _1 yCoordLens = pos . _2   -- Adjust row and column size to your preference. totalRows, totalCols :: Int totalRows = 4 totalCols = 6   emptyBoard :: Board emptyBoard = (\(n, p) -> Cell { _pos = p , _state = Covered False False , _adjacentMines = 0 , _cellId = n }) <$> zip [1..] positions where positions = (,) <$> [1..totalCols] <*> [1..totalRows]   updateCell :: Cell -> Board -> Board updateCell cell = fmap (\c -> if cell ^. cellId == c ^. cellId then cell else c)   updateBoard :: Board -> [Cell] -> Board updateBoard = foldr updateCell   okToOpen :: [Cell] -> [Cell] okToOpen = filter (\c -> c ^? coveredLens == Just (False, False))   openUnMined :: Cell -> Cell openUnMined = state .~ UnCovered False   openCell :: Pos -> Board -> Board openCell p b = f $ find (\c -> c ^. pos == p) b where f (Just c) | c ^? coveredFlaggedLens == Just True = b | c ^? coveredMinedLens == Just True = updateCell (c & state .~ UnCovered True) b | isCovered c = if c ^. adjacentMines == 0 && not (isFirstMove b) then updateCell (openUnMined c) $ expandEmptyCells b c else updateCell (openUnMined c) b | otherwise = b f Nothing = b isCovered = isJust . preview coveredLens   expandEmptyCells :: Board -> Cell -> Board expandEmptyCells board cell | null openedCells = board | otherwise = foldr (flip expandEmptyCells) updatedBoard (zeroAdjacent openedCells) where findMore _ [] = [] findMore exclude (c : xs) | c `elem` exclude = findMore exclude xs | c ^. adjacentMines == 0 = c : adjacent c <> findMore (c : exclude <> adjacent c) xs | otherwise = c : findMore (c : exclude) xs adjacent = okToOpen . flip adjacentCells board openedCells = openUnMined <$> nub (findMore [cell] (adjacent cell)) zeroAdjacent = filter (view (adjacentMines . to (== 0))) updatedBoard = updateBoard board openedCells   flagCell :: Pos -> Board -> Board flagCell p board = case find ((== p) . view pos) board of Just c -> updateCell (c & state . flagged %~ not) board Nothing -> board   adjacentCells :: Cell -> Board -> [Cell] adjacentCells Cell {_pos = c@(x1, y1)} = filter (\c -> c ^. pos `elem` positions) where f n = [pred n, n, succ n] positions = delete c $ [(x, y) | x <- f x1, x > 0, y <- f y1, y > 0]   isLoss, isWin, allUnMinedOpen, allMinesFlagged, isFirstMove :: Board -> Bool isLoss = anyOf (traverse . unCoveredLens) (== True) isWin b = allUnMinedOpen b || allMinesFlagged b   allUnMinedOpen = (== 0) . lengthOf (traverse . coveredMinedLens . filtered (== False)) allMinesFlagged b = minedCount b == flaggedMineCount b where minedCount = lengthOf (traverse . coveredMinedLens . filtered (== True)) flaggedMineCount = lengthOf (traverse . coveredLens . filtered (== (True, True)))   isFirstMove = (== totalCols * totalRows) . lengthOf (folded . coveredFlaggedLens . filtered (== False))   groupedByRows :: Board -> [Board] groupedByRows = groupBy (\c1 c2 -> yAxis c1 == yAxis c2) . sortBy (\c1 c2 -> yAxis c1 `compare` yAxis c2) where yAxis = view yCoordLens   displayCell :: Cell -> String displayCell c | c ^? unCoveredLens == Just True = "X" | c ^? coveredFlaggedLens == Just True = "?" | c ^? (unCoveredLens . to not) == Just True = if c ^. adjacentMines > 0 then show $ c ^. adjacentMines else "▢" | otherwise = "."   exposeMines :: Board -> Board exposeMines = fmap (\c -> c & state . filtered (\s -> s ^? _Covered . _1 == Just True) .~ UnCovered True)   updateMineCount :: Board -> Board updateMineCount b = go b where go [] = [] go (x : xs) = (x & adjacentMines .~ totalAdjacentMines b) : go xs where totalAdjacentMines = foldr (\c acc -> if c ^. (state . mined) then succ acc else acc) 0 . adjacentCells x   -- IO mineBoard :: Pos -> Board -> IO Board mineBoard p board = do totalMines <- randomMinedCount minedBoard totalMines >>= \mb -> pure $ updateMineCount mb where mines n = take n <$> randomCellIds minedBoard n = (\m -> fmap (\c -> if c ^. cellId `elem` m then c & state . mined .~ True else c) board) . filter (\c -> openedCell ^. cellId /= c) <$> mines n openedCell = head $ filter (\c -> c ^. pos == p) board   randomCellIds :: IO [Int] randomCellIds = randomRs (1, totalCols * totalRows) <$> getStdGen   randomMinedCount :: IO Int randomMinedCount = getStdRandom $ randomR (minMinedCells, maxMinedCells) where maxMinedCells = floor $ realToFrac (totalCols * totalRows) * 0.2 minMinedCells = floor $ realToFrac (totalCols * totalRows) * 0.1
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
#Nim
Nim
import sequtils, strformat, strutils, times import bignum     func b10(n: int64): string = doAssert n > 0, "Argument must be positive."   if n == 1: return "1" var pow, val = newSeq[int64](n + 1) var ten = 1i64   for x in 1i64..val.high: val[x] = ten for i in 0..n: if pow[i] != 0 and pow[i] != x: let k = (ten + i) mod n if pow[k] == 0: pow[k] = x if pow[ten] == 0: pow[ten] = x ten = 10 * ten mod n if pow[0] != 0: break   if pow[0] == 0: raise newException(ValueError, "Can’t do it!")   # Build result string. var x = n var count = 0'i64 while x != 0: let pm = pow[x mod n] if count > pm: result.add repeat('0', count - pm) count = pm - 1 result.add '1' x = (n + x - val[pm]) mod n result.add repeat('0', count)     const Data = toSeq(1..10) & toSeq(95..105) & @[297, 576, 594, 891, 909, 999, 1998, 2079, 2251, 2277, 2439, 2997, 4878]   let t0 = cpuTime() for val in Data: let res = b10(val) let m = newInt(res) if m mod val != 0: echo &"Wrong result for {val}." else: echo &"{val:4} × {m div val:<24} = {res}" echo &"Time: {cpuTime() - t0:.3f} s"
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
#Pascal
Pascal
program B10_num; //numbers having only digits 0 and 1 in their decimal representation //see https://oeis.org/A004290 //Limit of n= 2^19   {$IFDEF FPC} //fpc 3.0.4 {$MODE DELPHI} {$OPTIMIZATION ON,ALL} {$codealign proc=16} {$ELSE} {$APPTYPE CONSOLE} {$ENDIF} uses sysutils,gmp; //Format const Limit = 256*256*8;//8+8+3 Bits aka 19 digits B10_4 = 10*10*10*10; B10_5 = 10*B10_4; B10_9 = B10_5*B10_4; HexB10 : array[0..15] of NativeUint = (0000,0001,0010,0011,0100,0101,0110,0111, 1000,1001,1010,1011,1100,1101,1110,1111); var ModToIdx : array[0..Limit] of Int32; B10ModN : array[0..limit-1] of Uint32; B10 : array of Uint64;   procedure OutOfRange(n:NativeUint); Begin Writeln(n:7,' -- out of range --'); end;   function ConvB10(n: Uint32):Uint64; //Convert n from binary as if it is Base 10 //limited for Uint64 to 2^20-1= 1048575 ala 19 digits var fac_B10 : Uint64; Begin fac_B10 := 1; result := 0; repeat result += fac_B10*HexB10[n AND 15]; n := n DIV 16; fac_B10 *=B10_4; until n = 0; end;   procedure InitB10; var i : NativeUint; Begin setlength(B10,Limit); For i := 0 to Limit do b10[i]:= ConvB10(i); end;   procedure Out_Big(n,h,l:NativeUint); var num,rest : MPInteger; Begin //For Windows gmp ui is Uint32 :-( z_init_set_ui(num,Hi(B10[h])); z_mul_2exp(num,num,32); z_add_ui(num,num,Lo(B10[h])); z_mul_ui(num,num,B10_5);z_mul_ui(num,num,B10_5); z_mul_ui(num,num,B10_5);z_mul_ui(num,num,B10_4);   z_init_set_ui(rest,Hi(B10[l])); z_mul_2exp(rest,rest,32); z_add_ui(rest,rest,Lo(B10[l])); z_add(num,num,rest); write(Format('%7d %19u%.19u ',[n,B10[h],B10[l]])); IF z_divisible_ui_p(num,n) then Begin z_cdiv_q_ui(num, num,n); write(z_get_str(10,num)); end; writeln; z_clear(rest); z_clear(num); end;   procedure Out_Small(i,n: NativeUint); var value,Mul : Uint64; Begin value := B10[i]; mul := value div n; IF mul = 1 then mul := n; writeln(n:7,value:39,' ',mul); end;   procedure CheckBig_B10(n:NativeUint); var h,BigMod,h_mod:NativeUint; l : NativeInt; Begin BigMod :=(sqr(B10_9)*10) MOD n; For h := Low(B10ModN)+1 to High(B10ModN) do Begin //h_mod+l_mod == n => n- h_mod = l_mod h_mod := n-(BigMod*B10ModN[h])MOD n; l := ModToIdx[h_mod]; if l>= 0 then Begin Out_Big(n,h,l); EXIT; end; end; OutOfRange(n); end;   procedure Check_B10(n:NativeUint); var pB10 : pUint64; i,value : NativeUint; begin B10ModN[0] := 0; //set all modulus n => 0..N-1 to -1 fillchar(ModToIdx,n*SizeOf(ModToIdx[0]),#255); ModToIdx[0] := 0; pB10 := @B10[0]; i := 1; repeat value := Uint64(pB10[i]) MOD n; If value = 0 then Break; B10ModN[i] := value; //memorize the first occurrence if ModToIdx[value] < 0 then ModToIdx[value]:= i; inc(i); until i > High(B10ModN); IF i < High(B10ModN) then Out_Small(i,n) else CheckBig_B10(n); end;   var n : Uint32; Begin InitB10; writeln('Number':7,'B10':39,' Multiplier'); For n := 1 to 10 do Check_B10(n); For n := 95 to 105 do Check_B10(n);   Check_B10(297); Check_B10(576); Check_B10(891); Check_B10(909); Check_B10( 999); Check_B10(1998); Check_B10(2079); Check_B10(2251); Check_B10(2277); Check_B10(2439); Check_B10(2997); Check_B10(4878); check_B10(9999); check_B10(2*9999); //real 0m0,077s :-) end.
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} .
#ooRexx
ooRexx
/* Modular exponentiation */   numeric digits 100 say powerMod(, 2988348162058574136915891421498819466320163312926952423791023078876139,, 2351399303373464486466122544523690094744975233415544072992656881240319,, 1e40) exit   powerMod: procedure   use strict arg base, exponent, modulus   exponent=exponent~d2x~x2b~strip('L','0') result=1 base = base // modulus do exponentPos=exponent~length to 1 by -1 if (exponent~subChar(exponentPos) == '1') then result = (result * base) // modulus base = (base * base) // modulus end 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} .
#PARI.2FGP
PARI/GP
a=2988348162058574136915891421498819466320163312926952423791023078876139; b=2351399303373464486466122544523690094744975233415544072992656881240319; lift(Mod(a,10^40)^b)
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.
#Haskell
Haskell
import Control.Concurrent import Control.Concurrent.MVar import System.Process (runCommand)   -- This program works only on the GHC compiler because of the use of -- threadDelay   data Beep = Stop | Hi | Low   type Pattern = [Beep]   type BeatsPerMinute = Int   minute = 60000000 -- 1 minute = 60,000,000 microseconds   -- give one of the following example patterns to the metronome function   pattern4_4 = [Hi, Low, Low, Low] pattern2_4 = [Hi, Low] pattern3_4 = [Hi, Low, Low] pattern6_8 = [Hi, Low, Low, Low, Low, Low]   -- use this version if you can't play audio, use Windows or don't -- have audio files to play -- beep :: Beep -> IO () -- beep Stop = return () -- beep Hi = putChar 'H' -- beep Low = putChar 'L'   -- use this version if you can and want to play audio on Linux using -- Alsa. Change the name of the files to those of your choice   beep Stop = return () beep Hi = putChar 'H' >> runCommand "aplay hi.wav &> /dev/null" >> return () beep Low = putChar 'L' >> runCommand "aplay low.wav &> /dev/null" >> return ()   tick :: MVar Pattern -> BeatsPerMinute -> IO () tick b i = do t <- readMVar b case t of [Stop] -> return () x -> do mapM_ (\v -> forkIO (beep v) >> threadDelay (minute `div` i)) t tick b i   metronome :: Pattern -> BeatsPerMinute -> IO () metronome p i = do putStrLn "Press any key to stop the metronome." b <- newMVar p _ <- forkIO $ tick b i _ <- getChar putMVar b [Stop]
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.
#Icon_and_Unicon
Icon and Unicon
procedure main(A) n := integer(A[1] | 3) # Max. number of active tasks m := integer(A[2] | 2) # Number of visits by each task k := integer(A[3] | 5) # Number of tasks sem := [: |mutex([])\n :] every put(threads := [], (i := 1 to k, thread every 1 to m do { write("unit ",i," ready") until flag := trylock(!sem) write("unit ",i," running") delay(2000) write("unit ",i," done") unlock(flag) }))   every wait(!threads) end
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.
#J
J
metcon=: {{ sleep=: 6!:3 task=: {{ 11 T. lock NB. wait sleep 2 echo 'Task ',y,&":' has the semaphore' 13 T. lock NB. release }} lock=: 10 T. 0 0&T.@'' each i.0>.4-1 T.'' NB. ensure at least four threads > task t.''"0 i.10 NB. dispatch and wait for 10 tasks 14 T. lock NB. discard lock }}
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.
#Visual_Basic_.NET
Visual Basic .NET
Module Module1   Interface IAddition(Of T) Function Add(rhs As T) As T End Interface   Interface IMultiplication(Of T) Function Multiply(rhs As T) As T End Interface   Interface IPower(Of T) Function Power(pow As Integer) As T End Interface   Interface IOne(Of T) Function One() As T End Interface   Class ModInt Implements IAddition(Of ModInt), IMultiplication(Of ModInt), IPower(Of ModInt), IOne(Of ModInt)   Sub New(value As Integer, modulo As Integer) Me.Value = value Me.Modulo = modulo End Sub   ReadOnly Property Value As Integer ReadOnly Property Modulo As Integer   Public Function Add(rhs As ModInt) As ModInt Implements IAddition(Of ModInt).Add Return Me + rhs End Function   Public Function Multiply(rhs As ModInt) As ModInt Implements IMultiplication(Of ModInt).Multiply Return Me * rhs End Function   Public Function Power(pow_ As Integer) As ModInt Implements IPower(Of ModInt).Power Return Pow(Me, pow_) End Function   Public Function One() As ModInt Implements IOne(Of ModInt).One Return New ModInt(1, Modulo) End Function   Public Overrides Function ToString() As String Return String.Format("ModInt({0}, {1})", Value, Modulo) End Function   Public Shared Operator +(lhs As ModInt, rhs As ModInt) As ModInt If lhs.Modulo <> rhs.Modulo Then Throw New ArgumentException("Cannot add rings with different modulus") End If Return New ModInt((lhs.Value + rhs.Value) Mod lhs.Modulo, lhs.Modulo) End Operator   Public Shared Operator *(lhs As ModInt, rhs As ModInt) As ModInt If lhs.Modulo <> rhs.Modulo Then Throw New ArgumentException("Cannot multiply rings with different modulus") End If Return New ModInt((lhs.Value * rhs.Value) Mod lhs.Modulo, lhs.Modulo) End Operator   Public Shared Function Pow(self As ModInt, p As Integer) As ModInt If p < 0 Then Throw New ArgumentException("p must be zero or greater") End If   Dim pp = p Dim pwr = self.One() While pp > 0 pp -= 1 pwr *= self End While Return pwr End Function End Class   Function F(Of T As {IAddition(Of T), IMultiplication(Of T), IPower(Of T), IOne(Of T)})(x As T) As T Return x.Power(100).Add(x).Add(x.One) End Function   Sub Main() Dim x As New ModInt(10, 13) Dim y = F(x) Console.WriteLine("x ^ 100 + x + 1 for x = {0} is {1}", x, y) End Sub   End Module
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.
#REBOL
REBOL
rebol [ Title: "12x12 Multiplication Table" URL: http://rosettacode.org/wiki/Print_a_Multiplication_Table ]   size: 12   ; Because of REBOL's GUI focus, it doesn't really do pictured output, ; so I roll my own. See Formatted_Numeric_Output for more ; comprehensive version:   pad: func [pad n][ n: to-string n insert/dup n " " (pad - length? n) n ] p3: func [v][pad 3 v] ; A shortcut, I hate to type...   --: has [x][repeat x size + 1 [prin "+---"] print "+"] ; Special chars OK.   .row: func [label y /local row x][ row: reduce ["|" label "|"] repeat x size [append row reduce [either x < y [" "][p3 x * y] "|"]] print rejoin row ]   -- .row " x " 1 -- repeat y size [.row p3 y y] --   print rejoin [ crlf "What about " size: 5 "?" crlf ] -- .row " x " 1 -- repeat y size [.row p3 y y] --   print rejoin [ crlf "How about " size: 20 "?" crlf ] -- .row " x " 1 -- repeat y size [.row p3 y y] --
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.
#Python
Python
import random   ## 1. Cards n = 52 Black, Red = 'Black', 'Red' blacks = [Black] * (n // 2) reds = [Red] * (n // 2) pack = blacks + reds # Give the pack a good shuffle. random.shuffle(pack)   ## 2. Deal from the randomised pack into three stacks black_stack, red_stack, discard = [], [], [] while pack: top = pack.pop() if top == Black: black_stack.append(pack.pop()) else: red_stack.append(pack.pop()) discard.append(top) print('(Discards:', ' '.join(d[0] for d in discard), ')\n')   ## 3. Swap the same, random, number of cards between the two stacks. # We can't swap more than the number of cards in a stack. max_swaps = min(len(black_stack), len(red_stack)) # Randomly choose the number of cards to swap. swap_count = random.randint(0, max_swaps) print('Swapping', swap_count) # Randomly choose that number of cards out of each stack to swap. def random_partition(stack, count): "Partition the stack into 'count' randomly selected members and the rest" sample = random.sample(stack, count) rest = stack[::] for card in sample: rest.remove(card) return rest, sample   black_stack, black_swap = random_partition(black_stack, swap_count) red_stack, red_swap = random_partition(red_stack, swap_count)   # Perform the swap. black_stack += red_swap red_stack += black_swap   ## 4. Order from randomness? if black_stack.count(Black) == red_stack.count(Red): print('Yeha! The mathematicians assertion is correct.') else: 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
#jq
jq
  # Input: a bag-of-words (bow) # Output: either an augmented bow, or nothing if a duplicate is found def augment_while_unique(stream): label $out | foreach ((stream|tostring), null) as $word (.; if $word == null then . elif has($word) then break $out else .[$word] = 1 end; select($word == null) );   # For speedup, store "sums" as a hash def mian_chowlas: {m:[1], sums: {"1":1}} | recurse( .m as $m | .sums as $sums | first(range(1+$m[-1]; infinite) as $i | $sums | augment_while_unique( ($m[] | (.+$i)), (2*$i)) | [$i, .] ) as [$i, $sums] | {m: ($m + [$i]), $sums} ) | .m[-1] ;
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
#Julia
Julia
function mianchowla(n) seq = ones(Int, n) sums = Dict{Int,Int}() tempsums = Dict{Int,Int}() for i in 2:n seq[i] = seq[i - 1] + 1 incrementing = true while incrementing for j in 1:i tsum = seq[j] + seq[i] if haskey(sums, tsum) seq[i] += 1 empty!(tempsums) break else tempsums[tsum] = 0 if j == i merge!(sums, tempsums) empty!(tempsums) incrementing = false end end end end end seq end   function testmianchowla() println("The first 30 terms of the Mian-Chowla sequence are $(mianchowla(30)).") println("The 91st through 100th terms of the Mian-Chowla sequence are $(mianchowla(100)[91:100]).") end   testmianchowla() @time testmianchowla()    
http://rosettacode.org/wiki/Metaprogramming
Metaprogramming
Name and briefly demonstrate any support your language has for metaprogramming. Your demonstration may take the form of cross-references to other tasks on Rosetta Code. When possible, provide links to relevant documentation. For the purposes of this task, "support for metaprogramming" means any way the user can effectively modify the language's syntax that's built into the language (like Lisp macros) or that's conventionally used with the language (like the C preprocessor). Such facilities need not be very powerful: even user-defined infix operators count. On the other hand, in general, neither operator overloading nor eval count. The task author acknowledges that what qualifies as metaprogramming is largely a judgment call.
#Lua
Lua
  class "foo" : inherits "bar" {   }  
http://rosettacode.org/wiki/Metaprogramming
Metaprogramming
Name and briefly demonstrate any support your language has for metaprogramming. Your demonstration may take the form of cross-references to other tasks on Rosetta Code. When possible, provide links to relevant documentation. For the purposes of this task, "support for metaprogramming" means any way the user can effectively modify the language's syntax that's built into the language (like Lisp macros) or that's conventionally used with the language (like the C preprocessor). Such facilities need not be very powerful: even user-defined infix operators count. On the other hand, in general, neither operator overloading nor eval count. The task author acknowledges that what qualifies as metaprogramming is largely a judgment call.
#M2000_Interpreter
M2000 Interpreter
  Module Meta { FunName$="Alfa" Code1$=FunName$+"=lambda (X)->{" Code2$={ =x**2 } Code3$="}"   Inline code1$+code2$+code3$   Print Function(FunName$, 4)=16   } Meta  
http://rosettacode.org/wiki/Miller%E2%80%93Rabin_primality_test
Miller–Rabin primality test
This page uses content from Wikipedia. The original article was at Miller–Rabin primality test. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The Miller–Rabin primality test or Rabin–Miller primality test is a primality test: an algorithm which determines whether a given number is prime or not. The algorithm, as modified by Michael O. Rabin to avoid the generalized Riemann hypothesis, is a probabilistic algorithm. The pseudocode, from Wikipedia is: Input: n > 2, an odd integer to be tested for primality; k, a parameter that determines the accuracy of the test Output: composite if n is composite, otherwise probably prime write n − 1 as 2s·d with d odd by factoring powers of 2 from n − 1 LOOP: repeat k times: pick a randomly in the range [2, n − 1] x ← ad mod n if x = 1 or x = n − 1 then do next LOOP repeat s − 1 times: x ← x2 mod n if x = 1 then return composite if x = n − 1 then do next LOOP return composite return probably prime The nature of the test involves big numbers, so the use of "big numbers" libraries (or similar features of the language of your choice) are suggested, but not mandatory. Deterministic variants of the test exist and can be implemented as extra (not mandatory to complete the task)
#BQN
BQN
_modMul ← { n _𝕣: n|× } MillerRabin ← { 𝕊n: 10𝕊n ; iter 𝕊 n: !2|n # n = 1 + d×2⋆s s ← 0 {𝕨 2⊸|◶⟨+⟜1𝕊2⌊∘÷˜⊢,⊣⟩ 𝕩} n-1 d ← (n-1) ÷ 2⋆s   # Arithmetic mod n Mul ← n _modMul Pow ← Mul{𝔽´𝔽˜⍟(/2|⌊∘÷⟜2⍟(↕1+·⌊2⋆⁼⊢)𝕩)𝕨}   # Miller-Rabin test MR ← { 1 =𝕩 ? 𝕨≠s ; (n-1)=𝕩 ? 0  ; 𝕨≤1 ? 1  ; (𝕨-1) 𝕊 Mul˜𝕩 } C ← { 𝕊a: s MR a Pow d } # Is composite {0:1; C •rand.Range⌾(-⟜2) n ? 0; 𝕊𝕩-1} iter }
http://rosettacode.org/wiki/Menu
Menu
Task Given a prompt and a list containing a number of strings of which one is to be selected, create a function that: prints a textual menu formatted as an index value followed by its corresponding string for each item in the list; prompts the user to enter a number; returns the string corresponding to the selected index number. The function should reject input that is not an integer or is out of range by redisplaying the whole menu before asking again for a number. The function should return an empty string if called with an empty list. For test purposes use the following four phrases in a list: fee fie huff and puff mirror mirror tick tock Note This task is fashioned after the action of the Bash select statement.
#11l
11l
V items = [‘fee fie’, ‘huff and puff’, ‘mirror mirror’, ‘tick tock’]   L L(item) items print(‘#2. #.’.format(L.index + 1, item))   V reply = input(‘Which is from the three pigs: ’).trim(‘ ’) I !reply.is_digit() L.continue   I Int(reply) C 1..items.len print(‘You chose: ’items[Int(reply) - 1]) L.break
http://rosettacode.org/wiki/Merge_and_aggregate_datasets
Merge and aggregate datasets
Merge and aggregate datasets Task Merge and aggregate two datasets as provided in   .csv   files into a new resulting dataset. Use the appropriate methods and data structures depending on the programming language. Use the most common libraries only when built-in functionality is not sufficient. Note Either load the data from the   .csv   files or create the required data structures hard-coded. patients.csv   file contents: PATIENT_ID,LASTNAME 1001,Hopper 4004,Wirth 3003,Kemeny 2002,Gosling 5005,Kurtz visits.csv   file contents: PATIENT_ID,VISIT_DATE,SCORE 2002,2020-09-10,6.8 1001,2020-09-17,5.5 4004,2020-09-24,8.4 2002,2020-10-08, 1001,,6.6 3003,2020-11-12, 4004,2020-11-05,7.0 1001,2020-11-19,5.3 Create a resulting dataset in-memory or output it to screen or file, whichever is appropriate for the programming language at hand. Merge and group per patient id and last name,   get the maximum visit date,   and get the sum and average of the scores per patient to get the resulting dataset. Note that the visit date is purposefully provided as ISO format,   so that it could also be processed as text and sorted alphabetically to determine the maximum date. | PATIENT_ID | LASTNAME | LAST_VISIT | SCORE_SUM | SCORE_AVG | | 1001 | Hopper | 2020-11-19 | 17.4 | 5.80 | | 2002 | Gosling | 2020-10-08 | 6.8 | 6.80 | | 3003 | Kemeny | 2020-11-12 | | | | 4004 | Wirth | 2020-11-05 | 15.4 | 7.70 | | 5005 | Kurtz | | | | Note This task is aimed in particular at programming languages that are used in data science and data processing, such as F#, Python, R, SPSS, MATLAB etc. Related tasks CSV data manipulation CSV to HTML translation Read entire file Read a file line by line
#AWK
AWK
  # syntax: GAWK -f MERGE_AND_AGGREGATE_DATASETS.AWK RC-PATIENTS.CSV RC-VISITS.CSV # files may appear in any order # # sorting: # PROCINFO["sorted_in"] is used by GAWK # SORTTYPE is used by Thompson Automation's TAWK # { # printf("%s %s\n",FILENAME,$0) # print input split($0,arr,",") if (FNR == 1) { file = (arr[2] == "LASTNAME") ? "patients" : "visits" next } patient_id_arr[key] = key = arr[1] if (file == "patients") { lastname_arr[key] = arr[2] } else if (file == "visits") { if (arr[2] > visit_date_arr[key]) { visit_date_arr[key] = arr[2] } if (arr[3] != "") { score_arr[key] += arr[3] score_count_arr[key]++ } } } END { print("") PROCINFO["sorted_in"] = "@ind_str_asc" ; SORTTYPE = 1 fmt = "%-10s %-10s %-10s %9s %9s %6s\n" printf(fmt,"patient_id","lastname","last_visit","score_sum","score_avg","scores") for (i in patient_id_arr) { avg = (score_count_arr[i] > 0) ? score_arr[i] / score_count_arr[i] : "" printf(fmt,patient_id_arr[i],lastname_arr[i],visit_date_arr[i],score_arr[i],avg,score_count_arr[i]+0) } exit(0) }  
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#C.2FC.2B.2B
C/C++
struct RS232_data { unsigned carrier_detect : 1; unsigned received_data : 1; unsigned transmitted_data : 1; unsigned data_terminal_ready : 1; unsigned signal_ground : 1; unsigned data_set_ready : 1; unsigned request_to_send : 1; unsigned clear_to_send : 1; unsigned ring_indicator : 1; };
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#D
D
module controlFieldsInStruct;   import tango.core.BitArray; import tango.io.Stdout; import tango.text.convert.Integer;   class RS232Wrapper(int Length = 9) { static assert(Length == 9 || Length == 25, "ERROR, wrong type"); BitArray ba; static uint[char[]] _map;   public:   static if (Length == 9) { static this() { _map = [ cast(char[]) "CD" : 1, "RD" : 2, "TD" : 3, "DTR" : 4, "SG" : 5, "DSR" : 6, "RTS" : 7, "CTS" : 8, "RI" : 9 ]; } } else { static this() { _map = [ cast(char[]) "PG" : 1u, "TD" : 2, "RD" : 3, "RTS" : 4, "CTS" : 5, "DSR" : 6, "SG" : 7, "CD" : 8, "+" : 9, "-" : 10, "SCD" : 12, "SCS" : 13, "STD" : 14, "TC" : 15, "SRD" : 16, "RC" : 17, "SRS" : 19, "DTR" : 20, "SQD" : 21, "RI" : 22, "DRS" : 23, "XTC" : 24 ]; } }     this() { ba.length = Length; }   bool opIndex(uint pos) { return ba[pos]; } bool opIndexAssign(bool b, uint pos) { return (ba[pos] = b); } bool opIndex(char[] name) { assert (name in _map, "don't know that plug: " ~ name); return opIndex(_map[name]); } bool opIndexAssign(bool b, char[] name) { assert (name in _map, "don't know that plug: " ~ name); return opIndexAssign(b, _map[name]); } void opSliceAssign(bool b) { foreach (ref r; ba) r = b; } char[] toString() { char[] ret = "["; foreach (name, value; _map) ret ~= name ~ ":" ~ (ba[value]?"1":"0") ~", "; ret ~= "]"; return ret; } }   int main(char[][] args) { auto ba = new RS232Wrapper!(25);   // set all bits ba[] = 1; ba["RD"] = 0; ba[5] = 0;   Stdout (ba).newline;   return 0; }
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
#Phix
Phix
with javascript_semantics include mpfr.e constant names = {"Platinum", "Golden", "Silver", "Bronze", "Copper", "Nickel", "Aluminium", "Iron", "Tin", "Lead"} procedure lucas(integer b) printf(1,"Lucas sequence for %s ratio, where b = %d:\n", {names[b+1], b}) atom x0 = 1, x1 = 1, x2 printf(1,"First 15 elements: %d, %d", {x0, x1}) for i=1 to 13 do x2 = b*x1 + x0 printf(1,", %d", x2) x0 = x1 x1 = x2 end for printf(1,"\n") end procedure procedure metallic(integer b, dp) mpz {x0, x1, x2, bb} = mpz_inits(4,{1,1,0,b}) mpfr ratio = mpfr_init(1,-(dp+2)) integer iterations = 0 string prev = mpfr_get_fixed(ratio,dp) while true do iterations += 1 mpz_mul(x2,bb,x1) mpz_add(x2,x2,x0) mpfr_set_z(ratio,x2) mpfr_div_z(ratio,ratio,x1) string curr = mpfr_get_fixed(ratio,dp) if prev == curr then string plural = iff(iterations=1?"":"s") curr = shorten(curr) printf(1,"Value to %d dp after %2d iteration%s: %s\n\n", {dp, iterations, plural, curr}) exit end if prev = curr mpz_set(x0,x1) mpz_set(x1,x2) end while end procedure procedure main() for b=0 to 9 do lucas(b) metallic(b, 32) end for printf(1,"Golden ratio, where b = 1:\n") metallic(1, 256) end procedure main()
http://rosettacode.org/wiki/Median_filter
Median filter
The median filter takes in the neighbourhood the median color (see Median filter) (to test the function below, you can use these input and output solutions)
#BBC_BASIC
BBC BASIC
INSTALL @lib$+"SORTLIB" Sort% = FN_sortinit(0,0)   Width% = 200 Height% = 200   DIM out&(Width%-1, Height%-1)   VDU 23,22,Width%;Height%;8,16,16,128 *DISPLAY Lenagrey OFF   REM Do the median filtering: DIM pix&(24) C% = 25 FOR Y% = 2 TO Height%-3 FOR X% = 2 TO Width%-3 P% = 0 FOR I% = -2 TO 2 FOR J% = -2 TO 2 pix&(P%) = TINT((X%+I%)*2, (Y%+J%)*2) AND &FF P% += 1 NEXT NEXT CALL Sort%, pix&(0) out&(X%, Y%) = pix&(12) NEXT NEXT Y%   REM Display: GCOL 1 FOR Y% = 0 TO Height%-1 FOR X% = 0 TO Width%-1 COLOUR 1, out&(X%,Y%), out&(X%,Y%), out&(X%,Y%) LINE X%*2,Y%*2,X%*2,Y%*2 NEXT NEXT Y%   REPEAT WAIT 1 UNTIL FALSE
http://rosettacode.org/wiki/Median_filter
Median filter
The median filter takes in the neighbourhood the median color (see Median filter) (to test the function below, you can use these input and output solutions)
#C
C
#include <stdio.h> #include <stdlib.h> #include <fcntl.h> #include <unistd.h> #include <ctype.h> #include <string.h>   typedef struct { unsigned char r, g, b; } rgb_t; typedef struct { int w, h; rgb_t **pix; } image_t, *image;   typedef struct { int r[256], g[256], b[256]; int n; } color_histo_t;   int write_ppm(image im, char *fn) { FILE *fp = fopen(fn, "w"); if (!fp) return 0; fprintf(fp, "P6\n%d %d\n255\n", im->w, im->h); fwrite(im->pix[0], 1, sizeof(rgb_t) * im->w * im->h, fp); fclose(fp); return 1; }   image img_new(int w, int h) { int i; image im = malloc(sizeof(image_t) + h * sizeof(rgb_t*) + sizeof(rgb_t) * w * h); im->w = w; im->h = h; im->pix = (rgb_t**)(im + 1); for (im->pix[0] = (rgb_t*)(im->pix + h), i = 1; i < h; i++) im->pix[i] = im->pix[i - 1] + w; return im; }   int read_num(FILE *f) { int n; while (!fscanf(f, "%d ", &n)) { if ((n = fgetc(f)) == '#') { while ((n = fgetc(f)) != '\n') if (n == EOF) break; if (n == '\n') continue; } else return 0; } return n; }   image read_ppm(char *fn) { FILE *fp = fopen(fn, "r"); int w, h, maxval; image im = 0; if (!fp) return 0;   if (fgetc(fp) != 'P' || fgetc(fp) != '6' || !isspace(fgetc(fp))) goto bail;   w = read_num(fp); h = read_num(fp); maxval = read_num(fp); if (!w || !h || !maxval) goto bail;   im = img_new(w, h); fread(im->pix[0], 1, sizeof(rgb_t) * w * h, fp); bail: if (fp) fclose(fp); return im; }   void del_pixels(image im, int row, int col, int size, color_histo_t *h) { int i; rgb_t *pix;   if (col < 0 || col >= im->w) return; for (i = row - size; i <= row + size && i < im->h; i++) { if (i < 0) continue; pix = im->pix[i] + col; h->r[pix->r]--; h->g[pix->g]--; h->b[pix->b]--; h->n--; } }   void add_pixels(image im, int row, int col, int size, color_histo_t *h) { int i; rgb_t *pix;   if (col < 0 || col >= im->w) return; for (i = row - size; i <= row + size && i < im->h; i++) { if (i < 0) continue; pix = im->pix[i] + col; h->r[pix->r]++; h->g[pix->g]++; h->b[pix->b]++; h->n++; } }   void init_histo(image im, int row, int size, color_histo_t*h) { int j;   memset(h, 0, sizeof(color_histo_t));   for (j = 0; j < size && j < im->w; j++) add_pixels(im, row, j, size, h); }   int median(const int *x, int n) { int i; for (n /= 2, i = 0; i < 256 && (n -= x[i]) > 0; i++); return i; }   void median_color(rgb_t *pix, const color_histo_t *h) { pix->r = median(h->r, h->n); pix->g = median(h->g, h->n); pix->b = median(h->b, h->n); }   image median_filter(image in, int size) { int row, col; image out = img_new(in->w, in->h); color_histo_t h;   for (row = 0; row < in->h; row ++) { for (col = 0; col < in->w; col++) { if (!col) init_histo(in, row, size, &h); else { del_pixels(in, row, col - size, size, &h); add_pixels(in, row, col + size, size, &h); } median_color(out->pix[row] + col, &h); } }   return out; }   int main(int c, char **v) { int size; image in, out; if (c <= 3) { printf("Usage: %s size ppm_in ppm_out\n", v[0]); return 0; } size = atoi(v[1]); printf("filter size %d\n", size); if (size < 0) size = 1;   in = read_ppm(v[2]); out = median_filter(in, size); write_ppm(out, v[3]); free(in); free(out);   return 0; }
http://rosettacode.org/wiki/Middle_three_digits
Middle three digits
Task Write a function/procedure/subroutine that is called with an integer value and returns the middle three digits of the integer if possible or a clear indication of an error if this is not possible. Note: The order of the middle digits should be preserved. Your function should be tested with the following values; the first line should return valid answers, those of the second line should return clear indications of an error: 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345 1, 2, -1, -10, 2002, -2002, 0 Show your output on this page.
#ATS
ATS
  (* ****** ****** *) // #include "share/atspre_staload.hats" #include "share/HATS/atspre_staload_libats_ML.hats" // (* ****** ****** *) // extern fun int2digits(x: int): list0(int) // (* ****** ****** *)   implement int2digits(x) = loop(x, list0_nil) where { // fun loop ( x: int, res: list0(int) ) : list0(int) = if x > 0 then loop(x/10, list0_cons(x%10, res)) else res // } (* end of [int2digits] *)   (* ****** ****** *)   extern fun Middle_three_digits(x: int): void   (* ****** ****** *)   implement Middle_three_digits (x0) = let // val x1 = ( if x0 >= 0 then x0 else ~x0 ) : int // fun skip ( ds: list0(int), k: int ) : list0(int) = if k > 0 then skip(ds.tail(), k-1) else ds // val ds = int2digits(x1) // val n0 = length(ds) // in // if (n0 <= 2) then ( println! ("Middle-three-digits(", x0, "): Too small!") ) else ( if (n0 % 2 = 0) then ( println! ( "Middle-three-digits(", x0, "): Even number of digits!" ) ) else let val ds = skip(ds, (n0-3)/2) val-list0_cons(d1, ds) = ds val-list0_cons(d2, ds) = ds val-list0_cons(d3, ds) = ds in println! ("Middle-three-digits(", x0, "): ", d1, d2, d3) end // end of [else] ) // end // end of [Middle_three_digits]   (* ****** ****** *)   implement main0() = { // val thePassing = g0ofg1 ( $list{int} ( 123 , 12345 , 1234567 , 987654321 , 10001, ~10001 , ~123, ~100, 100, ~12345 ) ) val theFailing = g0ofg1($list{int}(1, 2, ~1, ~10, 2002, ~2002, 0)) // val () = thePassing.foreach()(lam x => Middle_three_digits(x)) val () = theFailing.foreach()(lam x => Middle_three_digits(x)) // } (* end of [main0] *)   (* ****** ****** *)  
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)
#J
J
NB. minefield.ijs script NB. ========================================================= NB. Game engine   NB.require 'guid' NB.([ 9!:1) _2 (3!:4) , guids 1 NB. randomly set initial random seed   coclass 'mineswpeng'   newMinefield=: 3 : 0 if. 0=#y do. y=. 9 9 end. Marked=: Cleared=: y$0 NMines=: <. */(0.01*10+?20),y NB. 10..20% of tiles are mines mines=. (i. e. NMines ? */) y NB. place mines Map=: (9*mines) >. y{. (1,:3 3) +/@,;.3 (-1+y){.mines )   markTiles=: 3 : 0 Marked=: (<"1 <:y) (-.@{)`[`]} Marked NB. toggle marked state of cell(s) )   clearTiles=: clearcell@:<: NB. decrement coords - J arrays are 0-based   clearcell=: verb define if. #y do. free=. (#~ (Cleared < 0 = Map) {~ <"1) y Cleared=: 1 (<"1 y)} Cleared NB. set cell(s) as cleared if. #free do. clearcell (#~ Cleared -.@{~ <"1) ~. (<:$Map) (<."1) 0 >. getNbrs free end. end. )   getNbrs=: [: ,/^:(3=#@$) +"1/&(<: 3 3#: i.9)   eval=: verb define if. 9 e. Cleared #&, Map do. NB. cleared mine(s)? 1; 'KABOOM!!' elseif. *./ 9 = (-.Cleared) #&, Map do. NB. all cleared except mines? 1; 'Minefield cleared.' elseif. do. NB. else... 0; (": +/, Marked>Cleared),' of ',(":NMines),' mines marked.' end. NB. result: isEnd; message )   showField=: 4 : 0 idx=. y{ (2 <. Marked + +:Cleared) ,: 2 |: idx} (11&{ , 12&{ ,: Map&{) x NB. transpose result - J arrays are row,column )   NB. ========================================================= NB. User interface   Minesweeper_z_=: conew&'mineswp'   coclass 'mineswp' coinsert 'mineswpeng' NB. insert game engine locale in copath   Tiles=: ' 12345678**.?'   create=: verb define smoutput Instructions startgame y ) destroy=: codestroy quit=: destroy   startgame=: update@newMinefield clear=: update@clearTiles mark=: update@markTiles   update=: 3 : 0 'isend msg'=. eval '' smoutput msg smoutput < Tiles showField isend if. isend do. msg=. ('K'={.msg) {:: 'won';'lost' smoutput 'You ',msg,'! Try again?' destroy '' end. empty'' )   Instructions=: 0 : 0 === MineSweeper === Object: Uncover (clear) all the tiles that are not mines.   How to play: - the left, top tile is: 1 1 - clear an uncleared tile (.) using the command: clear__fld <column index> <row index> - mark and uncleared tile (?) as a suspected mine using the command: mark__fld <column index> <row index> - if you uncover a number, that is the number of mines adjacent to the tile - if you uncover a mine (*) the game ends (you lose) - if you uncover all tiles that are not mines the game ends (you win). - quit a game before winning or losing using the command: quit__fld '' - start a new game using the command: fld=: MineSweeper <num columns> <num rows> )
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
#Perl
Perl
use strict; use warnings; use Math::AnyNum qw(:overload as_bin digits2num);   for my $x (1..10, 95..105, 297, 576, 594, 891, 909, 999) { my $y; if ($x =~ /^9+$/) { $y = digits2num([(1) x (9 * length $x)],2) } # all 9's implies all 1's else { while (1) { last unless as_bin(++$y) % $x } } printf "%4d: %28s  %s\n", $x, as_bin($y), as_bin($y)/$x; }
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} .
#Pascal
Pascal
Program ModularExponentiation(output);   uses gmp;   var a, b, m, r: mpz_t; fmt: pchar;   begin mpz_init_set_str(a, '2988348162058574136915891421498819466320163312926952423791023078876139', 10); mpz_init_set_str(b, '2351399303373464486466122544523690094744975233415544072992656881240319', 10); mpz_init(m); mpz_ui_pow_ui(m, 10, 40);   mpz_init(r); mpz_powm(r, a, b, m);   fmt := '%Zd' + chr(13) + chr(10); mp_printf(fmt, @r); (* ...16808958343740453059 *)   mpz_clear(a); mpz_clear(b); mpz_clear(m); mpz_clear(r); end.
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} .
#Perl
Perl
use bigint;   sub expmod { my($a, $b, $n) = @_; my $c = 1; do { ($c *= $a) %= $n if $b % 2; ($a *= $a) %= $n; } while ($b = int $b/2); $c; }   my $a = 2988348162058574136915891421498819466320163312926952423791023078876139; my $b = 2351399303373464486466122544523690094744975233415544072992656881240319; my $m = 10 ** 40;   print expmod($a, $b, $m), "\n"; print $a->bmodpow($b, $m), "\n";
http://rosettacode.org/wiki/Metronome
Metronome
The task is to implement a   metronome. The metronome should be capable of producing high and low audio beats, accompanied by a visual beat indicator, and the beat pattern and tempo should be configurable. For the purpose of this task, it is acceptable to play sound files for production of the beat notes, and an external player may be used. However, the playing of the sounds should not interfere with the timing of the metronome. The visual indicator can simply be a blinking red or green area of the screen (depending on whether a high or low beat is being produced), and the metronome can be implemented using a terminal display, or optionally, a graphical display, depending on the language capabilities. If the language has no facility to output sound, then it is permissible for this to implemented using just the visual indicator.
#J
J
  MET=: _ _&$: :(4 : 0)   'BEL BS LF CR'=. 7 8 10 13 { a. '`print stime delay'=. 1!:2&4`(6!:1)`(6!:3) ticker=. 2 2$'\ /' 'small large'=. (BEL,2#BS) ; 5#BS clrln=. CR,(79#' '),CR   x=. 2 ({.,) x y=. _1 |.&.> 2 ({.,) y 'i j'=. 0 print 'bpb \ bpm \ ' , 2#BS delay 1   x=. ({. , ('ti t'=. stime'') + {:) x while. x *./@:> i,t do.   'bpb bpm'=. {.@> y=. 1 |.&.> y dl=. 60 % bpm   print clrln,(":bpb),' ',(ticker {~ 2 | i=. >: i),' ',(":bpm),' '   for. i. bpb do. print small ,~ ticker {~ 2 | j=. >: j delay 0 >. (t=. t + dl) - stime '' end.   end.   print clrln i , j , t - ti   )     NB. Basic tacit version; this is probably considered bad coding style. At least I removed the "magic constants". Sort of. NB. The above version is by far superior. 'BEL BS LF'=: 7 8 10 { a. '`print delay'=: 1!:2&4`(6!:3) met=: _&$: :((] ({:@] [ LF print@[ (-.@{.@] [ delay@[ print@] (BEL,2#BS) , (2 2$'\ /') {~ {.@])^:({:@])) 1 , <.@%) 60&% [ print@('\ '"_))  
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.
#Java
Java
public class CountingSemaphore{ private int lockCount = 0; private int maxCount;   CountingSemaphore(int Max){ maxCount = Max; }   public synchronized void acquire() throws InterruptedException{ while( lockCount >= maxCount){ wait(); } lockCount++; } public synchronized void release(){ if (lockCount > 0) { lockCount--; notifyAll(); } } public synchronized int getCount(){ return lockCount; } }   public class Worker extends Thread{ private CountingSemaphore lock; private int id;   Worker(CountingSemaphore coordinator, int num){ lock = coordinator; id = num; } Worker(){ } public void run(){ try{ lock.acquire(); System.out.println("Worker " + id + " has acquired the lock."); sleep(2000); } catch (InterruptedException e){ } finally{ lock.release(); } } public static void main(String[] args){ CountingSemaphore lock = new CountingSemaphore(3); Worker crew[]; crew = new Worker[5]; for (int i = 0; i < 5; i++){ crew[i] = new Worker(lock, i); crew[i].start(); }   } }
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.
#Wren
Wren
// Semi-abstract though we can define a 'pow' method in terms of the other operations. class Ring { +(other) {} *(other) {} one {}   pow(p) { if (p.type != Num || !p.isInteger || p < 0) { Fiber.abort("Argument must be non-negative integer.") } var pwr = one while (p > 0) { pwr = pwr * this p = p - 1 } return pwr } }   class ModInt is Ring { construct new(value, modulo) { _value = value _modulo = modulo }   value { _value } modulo { _modulo }   +(other) { if (other.type != ModInt || _modulo != other.modulo) { Fiber.abort("Argument must be a ModInt with the same modulus.") } return ModInt.new((_value + other.value) % _modulo, _modulo) }   *(other) { if (other.type != ModInt || _modulo != other.modulo) { Fiber.abort("Argument must be a ModInt with the same modulus.") } return ModInt.new((_value * other.value) % _modulo, _modulo) }   one { ModInt.new(1, _modulo) }   toString { "Modint(%(_value), %(_modulo))" } }   var f = Fn.new { |x| if (!(x is Ring)) Fiber.abort("Argument must be a Ring.") return x.pow(100) + x + x.one }   var x = ModInt.new(10, 13) System.print("x^100 + x + 1 for x = %(x) is %(f.call(x))")
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.
#REXX
REXX
/*REXX program displays a NxN multiplication table (in a boxed grid) to the terminal.*/ parse arg sz . /*obtain optional argument from the CL.*/ if sz=='' | sz=="," then sz= 12 /*Not specified? Then use the default.*/ w= max(3, length(sz**2) ); __= copies('─', w) /*calculate the width of the table cell*/ ___= __'──' /*literals used in the subroutines. */ do r=1 for sz /*calculate & format a row of the table*/ if r==1 then call top left('│(x)', w+1) /*show title of multiplication table. */ $= '│'center(r"x", w)"│" /*index for a multiplication table row.*/ do c=1 for sz; prod= /*build a row of multiplication table. */ if r<=c then prod= r * c /*only display when the row ≤ column. */ $= $ || right(prod, w+1) '|' /*append product to a cell in the row. */ end /*k*/ say $ /*show a row of multiplication table. */ if r\==sz then call sep /*show a separator except for last row.*/ end /*j*/ call bot /*show the bottom line of the table. */ exit 0 /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ hdr: $= ?'│'; do i=1 for sz; $=$ || right(i"x|", w+3); end; say $; call sep; return dap: $= left($, length($) - 1)arg(1); return top: $= '┌'__"┬"copies(___'┬', sz); call dap "┐";  ?= arg(1); say $; call hdr; return sep: $= '├'__"┼"copies(___'┼', sz); call dap "┤"; say $; return bot: $= '└'__"┴"copies(___'┴', sz); call dap "┘"; say $; return
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.
#Quackery
Quackery
[ stack ] is discards ( --> s ) [ stack ] is red-card ( --> s ) [ stack ] is black-card ( --> s )   [ dup take rot join swap put ] is to-pile ( n s --> )   [ $ "" discards put $ "" red-card put $ "" black-card put char R 26 of char B 26 of join shuffle 26 times [ behead tuck discards to-pile behead rot char R = iff red-card else black-card to-pile ] drop discards take witheach [ emit sp ] cr red-card take shuffle black-card take shuffle over size over size min random say "Swapping " dup echo say " cards." cr dup dip [ split rot ] split dip join rot join 0 swap witheach [ char R = + ] 0 rot witheach [ char B = + ] say "The assertion is " = iff [ say "true." ] else [ say "false." ] cr cr ] is task ( --> )   5 times task
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.
#R
R
  magictrick<-function(){ deck=c(rep("B",26),rep("R",26)) deck=sample(deck,52) blackpile=character(0) redpile=character(0) discardpile=character(0) while(length(deck)>0){ if(deck[1]=="B"){ blackpile=c(blackpile,deck[2]) deck=deck[-2] }else{ redpile=c(redpile,deck[2]) deck=deck[-2] } discardpile=c(discardpile,deck[1]) deck=deck[-1] } cat("After the deal the state of the piles is:","\n", "Black pile:",blackpile,"\n","Red pile:",redpile,"\n", "Discard pile:",discardpile,"\n","\n") X=sample(1:min(length(redpile),length(blackpile)),1) if(X==1){s=" is"}else{s="s are"} cat(X," card",s," being swapped.","\n","\n",sep="") redindex=sample(1:length(redpile),X) blackindex=sample(1:length(blackpile),X) redbunch=redpile[redindex] redpile=redpile[-redindex] blackbunch=blackpile[blackindex] blackpile=blackpile[-blackindex] redpile=c(redpile,blackbunch) blackpile=c(blackpile,redbunch) cat("After the swap the state of the piles is:","\n", "Black pile:",blackpile,"\n","Red pile:",redpile,"\n","\n") cat("There are ", length(which(blackpile=="B")), " black cards in the black pile.","\n", "There are ", length(which(redpile=="R")), " red cards in the red pile.","\n",sep="") if(length(which(blackpile=="B"))==length(which(redpile=="R"))){ cat("The assertion is true!") } }  
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
#Kotlin
Kotlin
// Version 1.3.21   fun mianChowla(n: Int): List<Int> { val mc = MutableList(n) { 0 } mc[0] = 1 val hs = HashSet<Int>(n * (n + 1) / 2) hs.add(2) val hsx = mutableListOf<Int>() for (i in 1 until n) { hsx.clear() var j = mc[i - 1] outer@ while (true) { j++ mc[i] = j for (k in 0..i) { val sum = mc[k] + j if (hs.contains(sum)) { hsx.clear() continue@outer } hsx.add(sum) } hs.addAll(hsx) break } } return mc }   fun main() { val mc = mianChowla(100) println("The first 30 terms of the Mian-Chowla sequence are:") println(mc.subList(0, 30)) println("\nTerms 91 to 100 of the Mian-Chowla sequence are:") println(mc.subList(90, 100)) }
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.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
CircleTimes[x_, y_] := Mod[x, 10] Mod[y, 10] 14\[CircleTimes]13
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.
#Nemerle
Nemerle
proc `^`*[T: SomeInteger](base, exp: T): T = var (base, exp) = (base, exp) result = 1   while exp != 0: if (exp and 1) != 0: result *= base exp = exp shr 1 base *= base   echo 2 ^ 10 # 1024
http://rosettacode.org/wiki/Miller%E2%80%93Rabin_primality_test
Miller–Rabin primality test
This page uses content from Wikipedia. The original article was at Miller–Rabin primality test. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) The Miller–Rabin primality test or Rabin–Miller primality test is a primality test: an algorithm which determines whether a given number is prime or not. The algorithm, as modified by Michael O. Rabin to avoid the generalized Riemann hypothesis, is a probabilistic algorithm. The pseudocode, from Wikipedia is: Input: n > 2, an odd integer to be tested for primality; k, a parameter that determines the accuracy of the test Output: composite if n is composite, otherwise probably prime write n − 1 as 2s·d with d odd by factoring powers of 2 from n − 1 LOOP: repeat k times: pick a randomly in the range [2, n − 1] x ← ad mod n if x = 1 or x = n − 1 then do next LOOP repeat s − 1 times: x ← x2 mod n if x = 1 then return composite if x = n − 1 then do next LOOP return composite return probably prime The nature of the test involves big numbers, so the use of "big numbers" libraries (or similar features of the language of your choice) are suggested, but not mandatory. Deterministic variants of the test exist and can be implemented as extra (not mandatory to complete the task)
#Bracmat
Bracmat
( 1:?seed & ( rand = . mod$(!seed*1103515245+12345.4294967296):?seed & mod$(div$(!seed.65536).32768) ) & ( rangerand = from to b h i m n r length .  !arg:(?from,?to) & !to+-1*!from+1:?m & @(!m:? [?length) & div$(!length+1.2)+1:?h & 100^mod$(!h.!m):?b & whl ' ( 0:?n & !h+1:?i & whl ' ( !i+-1:>0:?i & rand$:?r & whl'(!r:<68&rand$:?r) & !n*100+mod$(!r.100):?n ) & !n:>!b ) & !from+mod$(!n.!m) ) & ( miller-rabin-test = n k d r a x s return .  !arg:(?n,?k) & ( !n:~>3&1 | mod$(!n.2):0 |  !n+-1:?d & 0:?s & whl ' ( mod$(!d.2):0 & !d*1/2:?d & 1+!s:?s ) & 1:?return & whl ' ( !k+-1:?k:~<0 & rangerand$(2,!n+-2):?a & mod$(!a^!d.!n):?x & ( !x:1 | 0:?r & whl ' ( !r+1:~>!s:?r & !n+-1:~!x & mod$(!x*!x.!n):?x ) & ( !n+-1:!x | 0:?return&~ ) ) ) & !return ) ) & 0:?i & :?primes & whl ' ( 1+!i:<1000:?i & ( miller-rabin-test$(!i,10):1 & !primes !i:?primes | ) ) & !primes:? [-11 ?last & out$!last );
http://rosettacode.org/wiki/Menu
Menu
Task Given a prompt and a list containing a number of strings of which one is to be selected, create a function that: prints a textual menu formatted as an index value followed by its corresponding string for each item in the list; prompts the user to enter a number; returns the string corresponding to the selected index number. The function should reject input that is not an integer or is out of range by redisplaying the whole menu before asking again for a number. The function should return an empty string if called with an empty list. For test purposes use the following four phrases in a list: fee fie huff and puff mirror mirror tick tock Note This task is fashioned after the action of the Bash select statement.
#Action.21
Action!
DEFINE PTR="CARD"   BYTE FUNC Init(PTR ARRAY items) items(0)="fee fie" items(1)="huff and puff" items(2)="mirror mirror" items(3)="tick tock" RETURN (4)   PROC ShowMenu(PTR ARRAY items BYTE count) BYTE i   FOR i=1 TO count DO PrintF("(%B) %S%E",i,items(i-1)) OD RETURN   BYTE FUNC GetMenuItem(PTR ARRAY items BYTE count) BYTE res   DO ShowMenu(items,count) PutE() Print("Make your choise: ") res=InputB() UNTIL res>=1 AND res<=count OD RETURN (res-1)   PROC Main() PTR ARRAY items(10) BYTE count,res   count=Init(items) res=GetMenuItem(items,count) PrintF("You have chosen: %S%E",items(res)) RETURN
http://rosettacode.org/wiki/Memory_allocation
Memory allocation
Task Show how to explicitly allocate and deallocate blocks of memory in your language. Show access to different types of memory (i.e., heap, stack, shared, foreign) if applicable.
#360_Assembly
360 Assembly
  * Request to Get Storage Managed by "GETMAIN" Supervisor Call (SVC 4) LA 1,PLIST Point Reg 1 to GETMAIN/FREEMAIN Parm List SVC 4 Issue GETMAIN SVC LTR 15,15 Register 15 = 0? BZ GOTSTG Yes: Got Storage * [...] No: Handle GETMAIN Failure GOTSTG L 2,STG@ Load Reg (any Reg) with Addr of Aquired Stg * [...] Continue * Request to Free Storage Managed by "FREEMAIN" Supervisor Call (SVC 5) LA 1,PLIST Point Reg 1 to GETMAIN/FREEMAIN Parm List SVC 5 Issue FREEMAIN SVC LTR 15,15 Register 15 = 0? BZ STGFRE Yes: Storage Freed * [...] No: Handle FREEMAIN Failure STGFRE EQU * Storage Freed * [...] Continue * STG@ DS A Address of Stg Area (Aquired or to be Freed) PLIST EQU * 10-Byte GETMAIN/FREEMAIN Parameter List DC A(256) Number of Bytes; Max=16777208 ((2**24)-8) DC A(STG@) Pointer to Address of Storage Area DC X'0000' (Unconditional Request; Subpool 0)  
http://rosettacode.org/wiki/Merge_and_aggregate_datasets
Merge and aggregate datasets
Merge and aggregate datasets Task Merge and aggregate two datasets as provided in   .csv   files into a new resulting dataset. Use the appropriate methods and data structures depending on the programming language. Use the most common libraries only when built-in functionality is not sufficient. Note Either load the data from the   .csv   files or create the required data structures hard-coded. patients.csv   file contents: PATIENT_ID,LASTNAME 1001,Hopper 4004,Wirth 3003,Kemeny 2002,Gosling 5005,Kurtz visits.csv   file contents: PATIENT_ID,VISIT_DATE,SCORE 2002,2020-09-10,6.8 1001,2020-09-17,5.5 4004,2020-09-24,8.4 2002,2020-10-08, 1001,,6.6 3003,2020-11-12, 4004,2020-11-05,7.0 1001,2020-11-19,5.3 Create a resulting dataset in-memory or output it to screen or file, whichever is appropriate for the programming language at hand. Merge and group per patient id and last name,   get the maximum visit date,   and get the sum and average of the scores per patient to get the resulting dataset. Note that the visit date is purposefully provided as ISO format,   so that it could also be processed as text and sorted alphabetically to determine the maximum date. | PATIENT_ID | LASTNAME | LAST_VISIT | SCORE_SUM | SCORE_AVG | | 1001 | Hopper | 2020-11-19 | 17.4 | 5.80 | | 2002 | Gosling | 2020-10-08 | 6.8 | 6.80 | | 3003 | Kemeny | 2020-11-12 | | | | 4004 | Wirth | 2020-11-05 | 15.4 | 7.70 | | 5005 | Kurtz | | | | Note This task is aimed in particular at programming languages that are used in data science and data processing, such as F#, Python, R, SPSS, MATLAB etc. Related tasks CSV data manipulation CSV to HTML translation Read entire file Read a file line by line
#C.2B.2B
C++
#include <iostream> #include <optional> #include <ranges> #include <string> #include <vector>   using namespace std;   struct Patient { string ID; string LastName; };   struct Visit { string PatientID; string Date; optional<float> Score; };   int main(void) { auto patients = vector<Patient> { {"1001", "Hopper"}, {"4004", "Wirth"}, {"3003", "Kemeny"}, {"2002", "Gosling"}, {"5005", "Kurtz"}};   auto visits = vector<Visit> { {"2002", "2020-09-10", 6.8}, {"1001", "2020-09-17", 5.5}, {"4004", "2020-09-24", 8.4}, {"2002", "2020-10-08", }, {"1001", "" , 6.6}, {"3003", "2020-11-12", }, {"4004", "2020-11-05", 7.0}, {"1001", "2020-11-19", 5.3}};   // sort the patients by ID sort(patients.begin(), patients.end(), [](const auto& a, const auto&b){ return a.ID < b.ID;});   cout << "| PATIENT_ID | LASTNAME | LAST_VISIT | SCORE_SUM | SCORE_AVG |\n"; for(const auto& patient : patients) { // loop over all of the patients and determine the fields string lastVisit; float sum = 0; int numScores = 0;   // use C++20 ranges to filter the visits by patients auto patientFilter = [&patient](const Visit &v){return v.PatientID == patient.ID;}; for(const auto& visit : visits | views::filter( patientFilter )) { if(visit.Score) { sum += *visit.Score; numScores++; } lastVisit = max(lastVisit, visit.Date); }   // format the output cout << "| " << patient.ID << " | "; cout.width(8); cout << patient.LastName << " | "; cout.width(10); cout << lastVisit << " | "; if(numScores > 0) { cout.width(9); cout << sum << " | "; cout.width(9); cout << (sum / float(numScores)); } else cout << " | "; cout << " |\n"; } }
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#Forth
Forth
 : masks ( n -- ) 0 do 1 i lshift constant loop ;   9 masks DCD RxD TxD DTR SG DSR RTS CTS RI
http://rosettacode.org/wiki/Memory_layout_of_a_data_structure
Memory layout of a data structure
It is often useful to control the memory layout of fields in a data structure to match an interface control definition, or to interface with hardware. Define a data structure matching the RS-232 Plug Definition. Use the 9-pin definition for brevity. Pin Settings for Plug (Reverse order for socket.) __________________________________________ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 _________________ 1 2 3 4 5 6 7 8 9 25 pin 9 pin 1 - PG Protective ground 2 - TD Transmitted data 3 3 - RD Received data 2 4 - RTS Request to send 7 5 - CTS Clear to send 8 6 - DSR Data set ready 6 7 - SG Signal ground 5 8 - CD Carrier detect 1 9 - + voltage (testing) 10 - - voltage (testing) 11 - 12 - SCD Secondary CD 13 - SCS Secondary CTS 14 - STD Secondary TD 15 - TC Transmit clock 16 - SRD Secondary RD 17 - RC Receiver clock 18 - 19 - SRS Secondary RTS 20 - DTR Data terminal ready 4 21 - SQD Signal quality detector 22 - RI Ring indicator 9 23 - DRS Data rate select 24 - XTC External clock 25 -
#Fortran
Fortran
TYPE RS232PIN9 LOGICAL CARRIER_DETECT !1 LOGICAL RECEIVED_DATA !2 LOGICAL TRANSMITTED_DATA !3 LOGICAL DATA_TERMINAL_READY !4 LOGICAL SIGNAL_GROUND !5 LOGICAL DATA_SET_READY !6 LOGICAL REQUEST_TO_SEND !7 LOGICAL CLEAR_TO_SEND !8 LOGICAL RING_INDICATOR !9 END TYPE RS232PIN9
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
#Python
Python
from itertools import count, islice from _pydecimal import getcontext, Decimal   def metallic_ratio(b): m, n = 1, 1 while True: yield m, n m, n = m*b + n, m   def stable(b, prec): def to_decimal(b): for m,n in metallic_ratio(b): yield Decimal(m)/Decimal(n)   getcontext().prec = prec last = 0 for i,x in zip(count(), to_decimal(b)): if x == last: print(f'after {i} iterations:\n\t{x}') break last = x   for b in range(4): coefs = [n for _,n in islice(metallic_ratio(b), 15)] print(f'\nb = {b}: {coefs}') stable(b, 32)   print(f'\nb = 1 with 256 digits:') stable(1, 256)
http://rosettacode.org/wiki/Median_filter
Median filter
The median filter takes in the neighbourhood the median color (see Median filter) (to test the function below, you can use these input and output solutions)
#D
D
import grayscale_image;   Image!Color medianFilter(uint radius=10, Color)(in Image!Color img) pure nothrow @safe if (radius > 0) in { assert(img.nx >= radius && img.ny >= radius); } body { alias Hist = uint[256];   static ubyte median(uint no)(in ref Hist cumulative) pure nothrow @safe @nogc { size_t localSum = 0; foreach (immutable k, immutable v; cumulative) if (v) { localSum += v; if (localSum > no / 2) return k; } return 0; }   // Copy image borders in the result image. auto result = new Image!Color(img.nx, img.ny); foreach (immutable y; 0 .. img.ny) foreach (immutable x; 0 .. img.nx) if (x < radius || x > img.nx - radius - 1 || y < radius || y > img.ny - radius - 1) result[x, y] = img[x, y];   enum edge = 2 * radius + 1; auto hCol = new Hist[img.nx];   // Create histogram columns. foreach (immutable y; 0 .. edge - 1) foreach (immutable x, ref hx; hCol) hx[img[x, y]]++;   foreach (immutable y; radius .. img.ny - radius) { // Add to each histogram column lower pixel. foreach (immutable x, ref hx; hCol) hx[img[x, y + radius]]++;   // Calculate main Histogram using first edge-1 columns. Hist H; foreach (immutable x; 0 .. edge - 1) foreach (immutable k, immutable v; hCol[x]) if (v) H[k] += v;   foreach (immutable x; radius .. img.nx - radius) { // Add right-most column. foreach (immutable k, immutable v; hCol[x + radius]) if (v) H[k] += v;   result[x, y] = Color(median!(edge ^^ 2)(H));   // Drop left-most column. foreach (immutable k, immutable v; hCol[x - radius]) if (v) H[k] -= v; }   // Substract the upper pixels. foreach (immutable x, ref hx; hCol) hx[img[x, y - radius]]--; }   return result; }   version (median_filter_main) void main() { // Demo. loadPGM!Gray(null, "lena.pgm"). medianFilter!10 .savePGM("lena_median_r10.pgm"); }
http://rosettacode.org/wiki/Middle_three_digits
Middle three digits
Task Write a function/procedure/subroutine that is called with an integer value and returns the middle three digits of the integer if possible or a clear indication of an error if this is not possible. Note: The order of the middle digits should be preserved. Your function should be tested with the following values; the first line should return valid answers, those of the second line should return clear indications of an error: 123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345 1, 2, -1, -10, 2002, -2002, 0 Show your output on this page.
#AutoHotkey
AutoHotkey
Numbers:="123,12345,1234567,987654321,10001,-10001,-123,-100,100,-12345,1,2,-1,-10,2002,-2002,0" Loop, parse, Numbers, `, { if A_LoopField is not number log := log . A_LoopField . "`t: Not a valid number`n" else if((d:=StrLen(n:=RegExReplace(A_LoopField,"\D")))<3) log := log . A_LoopField . "`t: Too short`n" else if(!Mod(d,2)) log := log . A_LoopField . "`t: Not an odd number of digits`n" else log := log . A_LoopField . "`t: " . SubStr(n,((d-3)//2)+1,3) . "`n" } MsgBox % log
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)
#Java
Java
    --------------------------------- START of Main.java --------------------------------- //By xykmz. Enjoy!   import java.util.Scanner;   public class Main {   static int intErrorTrap (int x, int y){   int max, min;   if (x < y) { min = x; max = y; } else { min = y; max = x; }   int input; boolean loopEnd;   do {   System.out.println("Please enter an integer between " + min + " to " + max + "."); Scanner userInput = new Scanner(System.in); //Player inputs a guess   try { input = userInput.nextInt();   if(input > max) //Input is too high { loopEnd = false; System.out.println("Input is invalid."); return -1; }   else if(input < min) //Input is too low { loopEnd = false; System.out.println("Input is invalid."); return -1; }   else //Input is within acceptable range { loopEnd = true; System.out.println(input + " is a valid input."); return input;   } }   catch (Exception e) { loopEnd = false; userInput.next(); System.out.println("Input is invalid."); return 0; }   } while (loopEnd == false); }     public static void main(String[] args) {   System.out.println ("Enter width."); int x = intErrorTrap (0,60);   System.out.println ("Enter height."); int y = intErrorTrap (0,30);   System.out.println ("Enter difficulty."); int d = intErrorTrap (0,100);   new Minesweeper(x, y, d); //Suggested: (60, 30, 15) }   }     //--------------------------------- END of Main.java ---------------------------------   //--------------------------------- START of Cell.java ---------------------------------       public class Cell{ //This entire class is quite self-explanatory. All we're really doing is setting booleans.   private boolean isMine, isFlagged, isCovered; private int number;   public Cell(){ isMine = false; isFlagged = false; isCovered = true; number = 0; }   public void flag(){ isFlagged = true; }   public void unflag(){ isFlagged = false; }   public void setMine(){ isMine = true; }   public boolean isMine(){ return isMine; }   public void reveal(){ isCovered = false; }   public void setNumber(int i){ //Set the number of the cell number = i; }   public int getNumber(){ //Request the program for the number of the cell return number; }   public boolean isFlagged(){ return isFlagged; }   public boolean isCovered(){ return isCovered; }     }   //--------------------------------- END of Cell.java ---------------------------------   //--------------------------------- START of Board.java ---------------------------------   import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import javax.swing.JPanel;   public class Board extends JPanel{   private static final long serialVersionUID = 1L; //Guarantees consistent serialVersionUID value across different java compiler implementations, //Auto-generated value might screw things up   private Minesweeper mine; private Cell[][] cells;     public void paintComponent(Graphics g){   cells = mine.getCells();   for (int i = 0; i < mine.getx(); i++){   for (int j = 0; j < mine.gety(); j++){   Cell current = cells[i][j];     //Flagged cells if (current.isFlagged()){   if (current.isMine() && mine.isFinished()){   g.setColor(Color.ORANGE); //Let's the player know which mines they got right when the game is finished. g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK);   g.drawLine(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.drawLine(i * 20, j * 20 + 20, i * 20 + 20, j * 20); } else if (mine.isFinished()){ //Shows cells that the player incorrectly identified as mines. g.setColor(Color.YELLOW); g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK); } else{ g.setColor(Color.GREEN); //Flagging a mine. g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK); } }   //Unflagged cells else if (current.isCovered()){ //Covered cells g.setColor(Color.DARK_GRAY); g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK); } else if (current.isMine()){ //Incorrect cells are shown when the game is over.= g.setColor(Color.RED); g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK); g.drawLine(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.drawLine(i * 20, j * 20 + 20, i * 20 + 20, j * 20); } else{ //Empty cells or numbered cells g.setColor(Color.LIGHT_GRAY); g.fillRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); g.setColor(Color.BLACK); }   //The following part is very self explanatory - drawing the numbers. //Not very interesting work. //Not a fun time. //Rating: 0/10. Would not recommend.   if (!current.isCovered()){ if (current.getNumber() == 1){ g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 } else if (current.getNumber() == 2){ g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5 g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7 } else if (current.getNumber() == 3){ g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7 } else if (current.getNumber() == 4){ g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1 g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 } else if (current.getNumber() == 5){ g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1 g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7 } else if (current.getNumber() == 6){ g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1 g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7 } else if (current.getNumber() == 7){ g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 } else if (current.getNumber() == 8){ g.drawLine(i * 20 + 7, j * 20 + 5, i * 20 + 7, j * 20 + 9); //1 g.drawLine(i * 20 + 8, j * 20 + 4, i * 20 + 12, j * 20 + 4); //2 g.drawLine(i * 20 + 13, j * 20 + 5, i * 20 + 13, j * 20 + 9); //3 g.drawLine(i * 20 + 8, j * 20 + 10, i * 20 + 12, j * 20 + 10); //4 g.drawLine(i * 20 + 7, j * 20 + 11, i * 20 + 7, j * 20 + 15); //5 g.drawLine(i * 20 + 13, j * 20 + 11, i * 20 + 13, j * 20 + 15); //6 g.drawLine(i * 20 + 8, j * 20 + 16, i * 20 + 12, j * 20 + 16); //7 } } g.setColor(Color.BLACK); g.drawRect(i * 20, j * 20, i * 20 + 20, j * 20 + 20); } } }   public Board(Minesweeper m){ //Creating a new game so we can draw a board for it mine = m; cells = mine.getCells();   addMouseListener(new Actions(mine));   setPreferredSize(new Dimension(mine.getx() * 20, mine.gety() * 20)); }   }   //--------------------------------- END of Board.java ---------------------------------   //--------------------------------- START of Actions.java ---------------------------------   import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener;   public class Actions implements ActionListener, MouseListener{   private Minesweeper mine;   //These following four are not important. We simply tell the machine to pay no mind when mouse is pressed, released, etc. //If these weren't here the computer would freak out and panic over what to do because no instructions were given.   public void mouseEntered(MouseEvent e){   }   public void mouseExited(MouseEvent e){   }   public void mousePressed(MouseEvent e){   }   public void mouseReleased(MouseEvent e){   }   //Where the fun begins   public Actions(Minesweeper m){   mine = m; }   //Any time an action is performed, redraw the board and keep it up to date. public void actionPerformed(ActionEvent e){   mine.reset();   mine.refresh(); }   //Mouse clicky clicky public void mouseClicked(MouseEvent e){   //Left click - opens mine if (e.getButton() == 1) { int x = e.getX() / 20; int y = e.getY() / 20;   mine.select(x, y); }   //Right click - marks mine if (e.getButton() == 3) { int x = e.getX() / 20; int y = e.getY() / 20;   mine.mark(x, y); }     mine.refresh(); //Gotta keep it fresh }     }   //--------------------------------- END of Actions.java ---------------------------------   //--------------------------------- START of Minesweeper.java ---------------------------------   import java.awt.BorderLayout; import java.util.Random; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JOptionPane;   public class Minesweeper extends JFrame { private static final long serialVersionUID = 1L; private int width, height; private int difficulty; private Cell[][] cells; private Board board; private JButton reset; private boolean finished;     public void select(int x, int y){ //Select a mine on the board   if (cells[x][y].isFlagged()) //Is the mine flagged? return;   cells[x][y].reveal(); //Reveal the cell resetMarks(); //Reset marks and redraw board refresh();   if (cells[x][y].isMine()) //If a mine is revealed, you lose. { lose(); } else if (won()) //If the game has been won, you win. Hahahahahaha. { win(); } }   private void setNumbers(){ //For each cell, count the amount of mines in surrounding squares. //Because the board is modeled as a 2D array, this is relatively easy - simply check the surrounding addresses for mines. //If there's a mine, add to the count.   for (int i = 0; i < width; i++){   for (int j = 0; j < height; j++){   int count = 0;   if (i > 0 && j > 0 && cells[i - 1][j - 1].isMine()) count++;   if (j > 0 && cells[i][j - 1].isMine()) count++;   if (i < width - 1 && j > 0 && cells[i + 1][j - 1].isMine()) count++;   if (i > 0 && cells[i - 1][j].isMine()) count++;   if (i < width - 1 && cells[i + 1][j].isMine()) count++;   if (i > 0 && j < height - 1 && cells[i - 1][j + 1].isMine()) count++;   if (j < height - 1 && cells[i] [j + 1].isMine()) count++;   if (i < width - 1 && j < height - 1 && cells[i + 1][j + 1].isMine()) count++;   cells[i][j].setNumber(count);     if (cells[i][j].isMine()) cells[i][j].setNumber(-1);     if (cells[i][j].getNumber() == 0) cells[i][j].reveal();   } }   for (int i = 0; i < width; i++){ //This is for the beginning of the game. //If the 8 cells around certain cell have no mines beside them (hence getNumber() = 0) beside them, this cell is empty.   for (int j = 0; j < height; j++){   if (i > 0 && j > 0 && cells[i - 1][j - 1].getNumber() == 0) cells[i][j].reveal();   if (j > 0 && cells[i][j - 1].getNumber() == 0) cells[i][j].reveal();   if (i < width - 1 && j > 0 && cells[i + 1][j - 1].getNumber() == 0) cells[i][j].reveal();   if (i > 0 && cells[i - 1][j].getNumber() == 0) cells[i][j].reveal();   if (i < width - 1 && cells[i + 1][j].getNumber() == 0) cells[i][j].reveal();   if (i > 0 && j < height - 1 && cells[i - 1][j + 1].getNumber() == 0) cells[i][j].reveal();   if (j < height - 1 && cells[i][j + 1].getNumber() == 0) cells[i][j].reveal();   if (i < width - 1 && j < height - 1 && cells[i + 1][j + 1].getNumber() == 0) cells[i][j].reveal(); } } }   public void mark(int x, int y){ //When a player wants to flag/unflag a cell   if (cells[x][y].isFlagged()) //If the cell is already flagged, unflag it. cells[x][y].unflag();   else if (cells[x][y].isCovered()) //If the cell has nothing on it and is covered, flag it. cells[x][y].flag();   resetMarks(); }   private void resetMarks(){ //If a cell is not covered, then it cannot be flagged. //Every time a player does something, this should be called to redraw the board.   for (int i = 0; i < width; i++){ for (int j = 0; j < height; j++){   if (!cells[i][j].isCovered()) cells[i][j].unflag();   } } }   public void reset(){ //Reset the positions of the mines on the board //If randomly generated number from 0 to 100 is less than the chosen difficulty, a mine is placed down. //This will somewhat accurately reflect the mine percentage that the user requested - the more cells, the more accurate.   Random random = new Random(); finished = false;   for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) {   Cell c = new Cell(); cells[i][j] = c; int r = random.nextInt(100);   if (r < difficulty) { cells[i][j].setMine(); //Put down a mine. }   } } setNumbers(); //Set the numbers after mines have been put down. }   public int getx() { return width; }   public int gety() { return height; }   public Cell[][] getCells() { return cells; }     public void refresh(){ //Refresh the drawing of the board board.repaint(); }   private void win(){ //Winning a game finished = true; for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { cells[i][j].reveal();//Reveal all cells   if (!cells[i][j].isMine()) cells[i][j].unflag(); } }   refresh(); JOptionPane.showMessageDialog(null, "Congratulations! You won!"); //Tell the user they won. They probably deserve to know. reset(); }   private void lose(){ //Losing a game...basically the same as above. finished = true; for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { if (!cells[i][j].isCovered()) cells[i][j].unflag();   cells[i][j].reveal(); } } refresh(); JOptionPane.showMessageDialog(null, "GAME OVER."); //Dialogue window letting the user know that they lost. reset(); }     private boolean won(){ //Check if the game has been won for (int i = 0; i < width; i++){ for (int j = 0; j < height; j++){   if (cells[i][j].isCovered() && !cells[i][j].isMine()) { return false; } } }   return true; }     public boolean isFinished(){ //Extremely self-explanatory. return finished; }   public Minesweeper(int x, int y, int d){   width = x; //Width of the board height = y; //Height of the board difficulty = d; //Percentage of mines in the board cells = new Cell[width][height];   reset(); //Set mines on the board   board = new Board(this); //Create new board reset = new JButton("Reset"); //Reset button   add(board, BorderLayout.CENTER); //Put board in the center add(reset, BorderLayout.SOUTH); //IT'S A BUTTON! AND IT WORKS! VERY COOL   reset.addActionListener(new Actions(this)); //ActionListener to watch for mouse actions   //GUI window settings setTitle("Minesweeper"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setResizable(false); pack(); setVisible(true); }   }     //--------------------------------- END of Minesweeper.java ---------------------------------      
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
#Phix
Phix
with javascript_semantics function b10(integer n) if n=1 then return "1" end if integer NUM = n+1, count = 0, ten = 1, x sequence val = repeat(0,NUM), pow = repeat(0,NUM) -- -- Calculate each 10^k mod n, along with all possible sums that can be -- made from it and the things we've seen before, until we get a 0, eg: -- -- ten/val[] (for n==7) See pow[], for k -- 10^0 = 1 mod 7 = 1. Possible sums: 1 -- 10^1 = 10 mod 7 = 3. Possible sums: 1 3 4 -- 10^2 = 10*3 = 30 mod 7 = 2. Possible sums: 1 2 3 4 5 6 -- 10^3 = 10*2 = 20 mod 7 = 6. STOP (6+1 = 7 mod 7 = 0) -- -- ie since 10^3 mod 7 + 10^0 mod 7 == (6+1) mod 7 == 0, we know that -- 1001 mod 7 == 0, and we have found that w/o checking every interim -- value from 11 to 1000 (aside: use binary if counting that range). -- -- Another example is 10^k mod 9 is 1 for all k. Hence we need to find -- 9 different ways to generate a 1, before we get a sum (mod 9) of 0, -- and hence b10(9) is 111111111, ie 10^8+10^7+..+10^0, and obviously -- 9 iterations is somewhat less than all interims 11..111111110. -- for x=1 to n do val[x+1] = ten for j=1 to NUM do if pow[j] and pow[j]!=x then -- (j seen, in a prior iteration) integer k = mod(j-1+ten,n)+1 if not pow[k] then pow[k] = x -- (k was seen in this iteration) end if end if end for if not pow[ten+1] then pow[ten+1] = x end if ten = mod(10*ten,n) if pow[1] then exit end if end for if pow[1]=0 then crash("Can't do it!") end if -- -- Fairly obviously (for b10(7)) we need the 10^3, then we will need -- a sum of 1, which first appeared for 10^0, after which we are done. -- The required answer is therefore 1001, ie 10^3 + 10^0. -- string res = "" x = n while x do integer pm = pow[mod(x,n)+1] if count>pm then res &= repeat('0',count-pm) end if count = pm-1; res &= '1' x = mod(n+x-val[pm+1],n) end while res &= repeat('0',count) return res end function constant tests = tagset(10)&tagset(105,95)&{297, 576, 891, 909, 999, 1998, 2079, 2251, 2277, 2439, 2997, 4878} include mpfr.e mpz m10 = mpz_init() atom t0 = time() for i=1 to length(tests) do integer ti = tests[i] string r10 = b10(ti) mpz_set_str(m10,r10,10) if mpz_fdiv_q_ui(m10,m10,ti)!=0 then r10 &= " ??" end if printf(1,"%4d * %-24s = %s\n",{ti,mpz_get_str(m10),r10}) end for ?elapsed(time()-t0)
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} .
#Phix
Phix
with javascript_semantics include mpfr.e procedure mpz_mod_exp(mpz base, exponent, modulus, result) if mpz_cmp_si(exponent,1)=0 then mpz_set(result,base) else mpz _exp = mpz_init_set(exponent) -- (use a copy) bool odd = mpz_odd(_exp) if odd then mpz_sub_ui(_exp,_exp,1) end if mpz_fdiv_q_2exp(_exp,_exp,1) mpz_mod_exp(base,_exp,modulus,result) _exp = mpz_free(_exp) mpz_mul(result,result,result) if odd then mpz_mul(result,result,base) end if end if mpz_mod(result,result,modulus) end procedure mpz base = mpz_init("2988348162058574136915891421498819466320163312926952423791023078876139"), exponent = mpz_init("2351399303373464486466122544523690094744975233415544072992656881240319"), modulus = mpz_init("1"&repeat('0',40)), result = mpz_init() mpz_mod_exp(base,exponent,modulus,result) ?mpz_get_str(result) -- check against the builtin: mpz_powm(result,base,exponent,modulus) ?mpz_get_str(result)
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.
#Java
Java
  class Metronome{ double bpm; int measure, counter; public Metronome(double bpm, int measure){ this.bpm = bpm; this.measure = measure; } public void start(){ while(true){ try { Thread.sleep((long)(1000*(60.0/bpm))); }catch(InterruptedException e) { e.printStackTrace(); } counter++; if (counter%measure==0){ System.out.println("TICK"); }else{ System.out.println("TOCK"); } } } } public class test { public static void main(String[] args) { Metronome metronome1 = new Metronome(120,4); metronome1.start(); } }  
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.
#Julia
Julia
  function acquire(num, sem) sleep(rand()) println("Task $num waiting for semaphore") lock(sem) println("Task $num has acquired semaphore") sleep(rand()) unlock(sem) end     function runsem(numtasks) println("Sleeping and running $numtasks tasks.") sem = Base.Threads.RecursiveSpinLock() @sync( for i in 1:numtasks @async acquire(i, sem) end) println("Done.") end   runsem(4)  
http://rosettacode.org/wiki/Metered_concurrency
Metered concurrency
The goal of this task is to create a counting semaphore used to control the execution of a set of concurrent units. This task intends to demonstrate coordination of active concurrent units through the use of a passive concurrent unit. The operations for a counting semaphore are acquire, release, and count. Each active concurrent unit should attempt to acquire the counting semaphore before executing its assigned duties. In this case the active concurrent unit should report that it has acquired the semaphore. It should sleep for 2 seconds and then release the semaphore.
#Kotlin
Kotlin
// version 1.1.51   import java.util.concurrent.Semaphore import kotlin.concurrent.thread   fun main(args: Array<String>) { val numPermits = 4 val numThreads = 9 val semaphore = Semaphore(numPermits) for (i in 1..numThreads) { thread { val name = "Unit #$i" semaphore.acquire() println("$name has acquired the semaphore") Thread.sleep(2000) semaphore.release() println("$name has released the semaphore") } } }
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.
#zkl
zkl
class MC{ fcn init(n,mod){ var N=n,M=mod; } fcn toString { String(N.divr(M)[1],"M",M) } fcn pow(p) { self( N.pow(p).divr(M)[1], M ) } fcn __opAdd(mc){ if(mc.isType(Int)) z:=N+mc; else z:=N*M + mc.N*mc.M; self(z.divr(M)[1],M) } }
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.
#Ring
Ring
  multiplication_table(12) func multiplication_table n nSize = 4 See " | " for t = 1 to n see fsize(t, nSize) next see nl + "----+-" + copy("-", nSize*n) + nl for t1 = 1 to n see fsize(t1, nSize) + "| " for t2 = 1 to n if t2 >= t1 see fsize(t1*t2,nSize) else see copy(" ", nSize) ok next see nl next func fsize x,n return string(x) + copy(" ",n-len(string(x)))  
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.
#Raku
Raku
# Generate a shuffled deck my @deck = shuffle; put 'Shuffled deck: ', @deck;   my (@discard, @red, @black); # Deal cards following task description deal(@deck, @discard, @red, @black);   put 'Discard pile: ', @discard; put '"Red" pile: ', @red; put '"Black" pile: ', @black;   # swap the same random number of random # cards between the red and black piles my $amount = ^(+@red min +@black) .roll; put 'Number of cards to swap: ', $amount; swap(@red, @black, $amount);   put 'Red pile after swaps: ', @red; put 'Black pile after swaps: ', @black;   say 'Number of Red cards in the Red pile: ', +@red.grep('R'); say 'Number of Black cards in the Black pile: ', +@black.grep('B');   sub shuffle { (flat 'R' xx 26, 'B' xx 26).pick: * }   sub deal (@deck, @d, @r, @b) { while @deck.elems { my $top = @deck.shift; if $top eq 'R' { @r.push: @deck.shift; } else { @b.push: @deck.shift; } @d.push: $top; } }   sub swap (@r, @b, $a) { my @ri = ^@r .pick($a); my @bi = ^@b .pick($a); my @rs = @r[@ri]; my @bs = @b[@bi]; @r[@ri] = @bs; @b[@bi] = @rs; }
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
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
n = {m} = {1}; tmp = {2}; Do[ m++; While[ContainsAny[tmp, m + n], m++ ]; tmp = Join[tmp, n + m]; AppendTo[tmp, 2 m]; AppendTo[n, m] , {99} ] Row[Take[n, 30], ","] Row[Take[n, {91, 100}], ","]