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http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#AWK
AWK
  # syntax: GAWK -f MAKE_DIRECTORY_PATH.AWK path ... BEGIN { for (i=1; i<=ARGC-1; i++) { path = ARGV[i] msg = (make_dir_path(path) == 0) ? "created" : "exists" printf("'%s' %s\n",path,msg) } exit(0) } function make_dir_path(path, cmd) { # cmd = sprintf("mkdir -p '%s'",path) # Unix cmd = sprintf("MKDIR \"%s\" 2>NUL",path) # MS-Windows return system(cmd) }  
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#C
C
#include <stdio.h> #include <stdlib.h> #include <libgen.h> #include <string.h> #include <sys/stat.h> #include <sys/types.h>   int main (int argc, char **argv) { char *str, *s; struct stat statBuf;   if (argc != 2) { fprintf (stderr, "usage: %s <path>\n", basename (argv[0])); exit (1); } s = argv[1]; while ((str = strtok (s, "/")) != NULL) { if (str != s) { str[-1] = '/'; } if (stat (argv[1], &statBuf) == -1) { mkdir (argv[1], 0); } else { if (! S_ISDIR (statBuf.st_mode)) { fprintf (stderr, "couldn't create directory %s\n", argv[1]); exit (1); } } s = NULL; } return 0; }
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#Ada
Ada
with Ada.Text_IO; use Ada.Text_IO;   procedure Man_Or_Boy is function Zero return Integer is begin return 0; end Zero; function One return Integer is begin return 1; end One; function Neg return Integer is begin return -1; end Neg;   function A ( K : Integer; X1, X2, X3, X4, X5 : access function return Integer ) return Integer is M : Integer := K; -- K is read-only in Ada. Here is a mutable copy of function B return Integer is begin M := M - 1; return A (M, B'Access, X1, X2, X3, X4); end B; begin if M <= 0 then return X4.all + X5.all; else return B; end if; end A; begin Put_Line ( Integer'Image ( A ( 10, One'Access, -- Returns 1 Neg'Access, -- Returns -1 Neg'Access, -- Returns -1 One'Access, -- Returns 1 Zero'Access -- Returns 0 ) ) ); end Man_Or_Boy;
http://rosettacode.org/wiki/Main_step_of_GOST_28147-89
Main step of GOST 28147-89
GOST 28147-89 is a standard symmetric encryption based on a Feistel network. The structure of the algorithm consists of three levels:   encryption modes - simple replacement, application range, imposing a range of feedback and authentication code generation;   cycles - 32-З, 32-Р and 16-З, is a repetition of the main step;   main step, a function that takes a 64-bit block of text and one of the eight 32-bit encryption key elements, and uses the replacement table (8x16 matrix of 4-bit values), and returns encrypted block. Task Implement the main step of this encryption algorithm.
#BBC_BASIC
BBC BASIC
DIM table&(7,15), test%(1) table&() = 4, 10, 9, 2, 13, 8, 0, 14, 6, 11, 1, 12, 7, 15, 5, 3, \ \ 14, 11, 4, 12, 6, 13, 15, 10, 2, 3, 8, 1, 0, 7, 5, 9, \ \ 5, 8, 1, 13, 10, 3, 4, 2, 14, 15, 12, 7, 6, 0, 9, 11, \ \ 7, 13, 10, 1, 0, 8, 9, 15, 14, 4, 6, 12, 11, 2, 5, 3, \ \ 6, 12, 7, 1, 5, 15, 13, 8, 4, 10, 9, 14, 0, 3, 11, 2, \ \ 4, 11, 10, 0, 7, 2, 1, 13, 3, 6, 8, 5, 9, 12, 15, 14, \ \ 13, 11, 4, 1, 3, 15, 5, 9, 0, 10, 14, 7, 6, 8, 2, 12, \ \ 1, 15, 13, 0, 5, 7, 10, 4, 9, 2, 3, 14, 6, 11, 8, 12   test%() = &043B0421, &04320430 key% = &E2C104F9 PROCmainstep(test%(), key%, table&()) PRINT ~ test%(0) test%(1) END   DEF PROCmainstep(n%(), key%, t&()) LOCAL i%, s%, cell&, new_s% s% = FN32(n%(0) + key%) FOR i% = 0 TO 3 cell& = (s% >>> (i%*8)) AND &FF new_s% += (t&(i%*2,cell& MOD 16) + 16*t&(i%*2+1,cell& DIV 16)) << (i%*8) NEXT s% = ((new_s% << 11) OR (new_s% >>> 21)) EOR n%(1) n%(1) = n%(0) : n%(0) = s% ENDPROC   DEF FN32(v) WHILE v>&7FFFFFFF : v-=2^32 : ENDWHILE WHILE v<&80000000 : v+=2^32 : ENDWHILE = v
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#ALGOL_68
ALGOL 68
BEGIN # find some magnanimous numbers - numbers where inserting a + between any # # digits ab=nd evaluatinf the sum results in a prime in all cases # # returns the first n magnanimous numbers # # uses global sieve prime which must include 0 and be large enough # # for all possible sub-sequences of digits # OP MAGNANIMOUS = ( INT n )[]INT: BEGIN [ 1 : n ]INT result; INT m count := 0; FOR i FROM 0 WHILE m count < n DO # split the number into pairs of digit seuences and check the sums of the pairs are all prime # INT divisor := 1; BOOL all prime := TRUE; WHILE divisor *:= 10; IF INT front = i OVER divisor; front = 0 THEN FALSE ELSE all prime := prime[ front + ( i MOD divisor ) ] FI DO SKIP OD; IF all prime THEN result[ m count +:= 1 ] := i FI OD; result END; # MAGNANIMPUS # # prints part of a seuence of magnanimous numbers # PROC print magnanimous = ( []INT m, INT first, INT last, STRING legend )VOID: BEGIN print( ( legend, ":", newline ) ); FOR i FROM first TO last DO print( ( " ", whole( m[ i ], 0 ) ) ) OD; print( ( newline ) ) END ; # print magnanimous # # we assume the first 400 magnanimous numbers will be in 0 .. 1 000 000 # # so we will need a sieve of 0 up to 99 999 + 9 # [ 0 : 99 999 + 9 ]BOOL prime; prime[ 0 ] := prime[ 1 ] := FALSE; prime[ 2 ] := TRUE; FOR i FROM 3 BY 2 TO UPB prime DO prime[ i ] := TRUE OD; FOR i FROM 4 BY 2 TO UPB prime DO prime[ i ] := FALSE OD; FOR i FROM 3 BY 2 TO ENTIER sqrt( UPB prime ) DO IF prime[ i ] THEN FOR s FROM i * i BY i + i TO UPB prime DO prime[ s ] := FALSE OD FI OD; # construct the sequence of magnanimous numbers # []INT m = MAGNANIMOUS 400; print magnanimous( m, 1, 45, "First 45 magnanimous numbers" ); print magnanimous( m, 241, 250, "Magnanimous numbers 241-250" ); print magnanimous( m, 391, 400, "Magnanimous numbers 391-400" ) END
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#ActionScript
ActionScript
function transpose( m:Array):Array { //Assume each element in m is an array. (If this were production code, use typeof to be sure)   //Each element in m is a row, so this gets the length of a row in m, //which is the same as the number of rows in m transpose. var mTranspose = new Array(m[0].length); for(var i:uint = 0; i < mTranspose.length; i++) { //create a row mTranspose[i] = new Array(m.length); //set the row to the appropriate values for(var j:uint = 0; j < mTranspose[i].length; j++) mTranspose[i][j] = m[j][i]; } return mTranspose; } var m:Array = [[1, 2, 3, 10], [4, 5, 6, 11], [7, 8, 9, 12]]; var M:Array = transpose(m); for(var i:uint = 0; i < M.length; i++) trace(M[i]);
http://rosettacode.org/wiki/Maze_generation
Maze generation
This page uses content from Wikipedia. The original article was at Maze generation algorithm. 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) Task Generate and show a maze, using the simple Depth-first search algorithm. Start at a random cell. Mark the current cell as visited, and get a list of its neighbors. For each neighbor, starting with a randomly selected neighbor: If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell. Related tasks Maze solving.
#Befunge
Befunge
45*28*10p00p020p030p006p0>20g30g00g*+::"P"%\"P"/6+gv>$\1v@v1::\+g02+*g00+g03-\< 0_ 1!%4+1\-\0!::\-\2%2:p<pv0<< v0p+6/"P"\%"P":\+4%4<^<v-<$>+2%\1-*20g+\1+4%::v^ #| +2%\1-*30g+\1\40g1-:v0+v2?1#<v>+:00g%!55+*>:#0>#,_^>:!|>\#%"P"v#:*+*g00g0<>1 02!:++`\0\`-1g01:\+`\< !46v3<^$$<^1,g2+1%2/2,g1+1<v%g00:\<*g01,<>:30p\:20p:v^3g 0#$g#<1#<-#<`#<\#<0#<^#_^/>#1+#4<>"P"%\"P"/6+g:2%^!>,1-:#v_$55+^|$$ "JH" $$>#<0 ::"P"%\"P"/6+g40p\40g+\:#^"P"%#\<^ ::$_,#!0#:<*"|"<^," _"<:g000 <> /6+g4/2%+#^_  
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#FreeBASIC
FreeBASIC
#include once "matmult.bas" #include once "rowech.bas" #include once "matinv.bas"   operator ^ (byval M as Matrix, byval n as integer ) as Matrix dim as uinteger i, j, k = ubound( M.m, 1 ) if n < 0 then return matinv(M) ^ (-n) if n = 0 then return M * matinv(M) return (M ^ (n-1)) * M end operator   dim as Matrix M = Matrix(2,2), Q dim as integer i, j, n M.m(0,0) = 1./3 : M.m(0,1) = 2./3 M.m(1,0) = 2./7 : M.m(1,1) = 5./7   for n = -2 to 4 Q = (M ^ n) for i = 0 to 1 for j = 0 to 1 print Q.m(i, j), next j print next i print next n
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#AppleScript
AppleScript
------------------------ MAP RANGE -----------------------   -- rangeMap :: (Num, Num) -> (Num, Num) -> Num -> Num on rangeMap(a, b) script on |λ|(s) set {a1, a2} to a set {b1, b2} to b b1 + ((s - a1) * (b2 - b1)) / (a2 - a1) end |λ| end script end rangeMap     --------------------------- TEST ------------------------- on run set mapping to rangeMap({0, 10}, {-1, 0})   set xs to enumFromTo(0, 10) set ys to map(mapping, xs) set zs to map(approxRatio(0), ys)   unlines(zipWith3(formatted, xs, ys, zs)) end run     ------------------------- DISPLAY ------------------------   -- formatted :: Int -> Float -> Ratio -> String on formatted(x, m, r) set fract to showRatio(r) set {n, d} to splitOn("/", fract)   (justifyRight(2, space, x as string) & " -> " & ¬ justifyRight(4, space, m as string)) & " = " & ¬ justifyRight(2, space, n) & "/" & d end formatted     -------------------- GENERIC FUNCTIONS -------------------   -- Absolute value. -- abs :: Num -> Num on abs(x) if 0 > x then -x else x end if end abs     -- approxRatio :: Real -> Real -> Ratio on approxRatio(epsilon) script on |λ|(n) if {real, integer} contains (class of epsilon) and 0 < epsilon then set e to epsilon else set e to 1 / 10000 end if   script gcde on |λ|(e, x, y) script _gcd on |λ|(a, b) if b < e then a else |λ|(b, a mod b) end if end |λ| end script |λ|(abs(x), abs(y)) of _gcd end |λ| end script   set c to |λ|(e, 1, n) of gcde ratio((n div c), (1 div c)) end |λ| end script end approxRatio     -- enumFromTo :: Int -> Int -> [Int] on enumFromTo(m, n) if m ≤ n then set lst to {} repeat with i from m to n set end of lst to i end repeat return lst else return {} end if end enumFromTo     -- gcd :: Int -> Int -> Int on gcd(a, b) set x to abs(a) set y to abs(b) repeat until y = 0 if x > y then set x to x - y else set y to y - x end if end repeat return x end gcd     -- justifyLeft :: Int -> Char -> String -> String on justifyLeft(n, cFiller, strText) if n > length of strText then text 1 thru n of (strText & replicate(n, cFiller)) else strText end if end justifyLeft     -- justifyRight :: Int -> Char -> String -> String on justifyRight(n, cFiller, strText) if n > length of strText then text -n thru -1 of ((replicate(n, cFiller) as text) & strText) else strText end if end justifyRight     -- length :: [a] -> Int on |length|(xs) set c to class of xs if list is c or string is c then length of xs else (2 ^ 29 - 1) -- (maxInt - simple proxy for non-finite) end if end |length|     -- Lift 2nd class handler function into 1st class script wrapper -- mReturn :: First-class m => (a -> b) -> m (a -> b) on mReturn(f) if class of f is script then f else script property |λ| : f end script end if end mReturn     -- map :: (a -> b) -> [a] -> [b] on map(f, xs) tell mReturn(f) set lng to length of xs set lst to {} repeat with i from 1 to lng set end of lst to |λ|(item i of xs, i, xs) end repeat return lst end tell end map     -- minimum :: Ord a => [a] -> a on minimum(xs) set lng to length of xs if lng < 1 then return missing value set m to item 1 of xs repeat with x in xs set v to contents of x if v < m then set m to v end repeat return m end minimum     -- ratio :: Int -> Int -> Ratio Int on ratio(x, y) script go on |λ|(x, y) if 0 ≠ y then if 0 ≠ x then set d to gcd(x, y) {type:"Ratio", n:(x div d), d:(y div d)} else {type:"Ratio", n:0, d:1} end if else missing value end if end |λ| end script go's |λ|(x * (signum(y)), abs(y)) end ratio     -- Egyptian multiplication - progressively doubling a list, appending -- stages of doubling to an accumulator where needed for binary -- assembly of a target length -- replicate :: Int -> a -> [a] on replicate(n, a) set out to {} if n < 1 then return out set dbl to {a}   repeat while (n > 1) if (n mod 2) > 0 then set out to out & dbl set n to (n div 2) set dbl to (dbl & dbl) end repeat return out & dbl end replicate     -- showRatio :: Ratio -> String on showRatio(r) (n of r as string) & "/" & (d of r as string) end showRatio     -- signum :: Num -> Num on signum(x) if x < 0 then -1 else if x = 0 then 0 else 1 end if end signum     -- splitOn :: String -> String -> [String] on splitOn(pat, src) set {dlm, my text item delimiters} to ¬ {my text item delimiters, pat} set xs to text items of src set my text item delimiters to dlm return xs end splitOn     -- take :: Int -> [a] -> [a] -- take :: Int -> String -> String on take(n, xs) set c to class of xs if list is c then if 0 < n then items 1 thru min(n, length of xs) of xs else {} end if else if string is c then if 0 < n then text 1 thru min(n, length of xs) of xs else "" end if else if script is c then set ys to {} repeat with i from 1 to n set v to xs's |λ|() if missing value is v then return ys else set end of ys to v end if end repeat return ys else missing value end if end take     -- unlines :: [String] -> String on unlines(xs) set {dlm, my text item delimiters} to ¬ {my text item delimiters, linefeed} set str to xs as text set my text item delimiters to dlm str end unlines     -- zipWith3 :: (a -> b -> c -> d) -> [a] -> [b] -> [c] -> [d] on zipWith3(f, xs, ys, zs) set lng to minimum({length of xs, length of ys, length of zs}) if 1 > lng then return {} set lst to {} tell mReturn(f) repeat with i from 1 to lng set end of lst to |λ|(item i of xs, item i of ys, item i of zs) end repeat return lst end tell end zipWith3
http://rosettacode.org/wiki/Matrix_digital_rain
Matrix digital rain
Implement the Matrix Digital Rain visual effect from the movie "The Matrix" as described in Wikipedia. Provided is a reference implementation in Common Lisp to be run in a terminal.
#Julia
Julia
using Gtk, Colors, Cairo import Base.iterate, Base.IteratorSize, Base.IteratorEltype   const caps = [c for c in "ABCDEFGHIJKLMNOPQRSTUVWXYZ"] startfall() = rand() < 0.2 endfall() = rand() < 0.2 startblank() = rand() < 0.1 endblank() = rand() < 0.05 bechangingchar() = rand() < 0.03   struct RainChars chars::Vector{Char} end Base.IteratorSize(s::RainChars) = Base.IsInfinite() Base.IteratorEltype(s::RainChars) = Char function Base.iterate(rain::RainChars, state = (true, false, 0)) c = '\0' isfalling, isblank, blankcount = state if isfalling # falling, so feed the column if isblank c = ' ' ((blankcount += 1) > 12) && (isblank = endblank()) else c = bechangingchar() ? '~' : rand(rain.chars) isblank, blankcount = startblank(), 0 end endfall() && (isfalling = false) else isfalling = startfall() end return c, (isfalling, isblank, blankcount) end   function digitalrain() mapwidth, mapheight, fontpointsize = 800, 450, 14 windowmaxx = div(mapwidth, Int(round(fontpointsize * 0.9))) windowmaxy = div(mapheight, fontpointsize) basebuffer = fill(' ', windowmaxy, windowmaxx) bkcolor, rcolor, xcolor = colorant"black", colorant"green", colorant"limegreen"   columngenerators = [Iterators.Stateful(RainChars(caps)) for _ in 1:windowmaxx]   win = GtkWindow("Digital Rain Effect", mapwidth, mapheight) |> (GtkFrame() |> (can = GtkCanvas())) set_gtk_property!(can, :expand, true)   draw(can) do widget ctx = Gtk.getgc(can) select_font_face(ctx, "Leonardo\'s mirrorwriting", Cairo.FONT_SLANT_NORMAL, Cairo.FONT_WEIGHT_BOLD) set_font_size(ctx, fontpointsize) set_source(ctx, bkcolor) rectangle(ctx, 0, 0, mapwidth, mapheight) fill(ctx) set_source(ctx, rcolor) for i in 1:size(basebuffer)[1], j in 1:size(basebuffer)[2] move_to(ctx, j * fontpointsize * 0.9, i * fontpointsize) c = basebuffer[i, j] if c == '~' set_source(ctx, xcolor) show_text(ctx, String([rand(caps)])) set_source(ctx, rcolor) else show_text(ctx, String([c])) end end end   while true for col in 1:windowmaxx c = popfirst!(columngenerators[col]) if c != '\0' basebuffer[2:end, col] .= basebuffer[1:end-1, col] basebuffer[1, col] = c end end draw(can) Gtk.showall(win) sleep(0.05) end end   digitalrain()  
http://rosettacode.org/wiki/Matrix_digital_rain
Matrix digital rain
Implement the Matrix Digital Rain visual effect from the movie "The Matrix" as described in Wikipedia. Provided is a reference implementation in Common Lisp to be run in a terminal.
#Locomotive_Basic
Locomotive Basic
10 mode 0:defint a-z:randomize time:ink 0,0:ink 1,26:ink 2,19:border 0 20 dim p(20):mm=5:dim act(mm):for i=1 to mm:act(i)=rnd*19+1:next 30 md=mm-2:dim del(md):for i=1 to md:del(i)=rnd*19+1:next 40 for i=1 to mm:x=act(i):locate x,p(x)+1:pen 1:print chr$(rnd*55+145); 50 if p(x)>0 then locate x,p(x):pen 2:print chr$(rnd*55+145); 60 p(x)=p(x)+1:if p(x)=25 then locate x,25:pen 2:print chr$(rnd*55+145);:p(x)=0:act(i)=rnd*19+1 70 next 80 for i=1 to md:x=del(i):locate x,p(x)+1:print " "; 90 p(x)=p(x)+1:if p(x)=25 then p(x)=0:del(i)=rnd*19+1 100 next 110 goto 40
http://rosettacode.org/wiki/Mastermind
Mastermind
Create a simple version of the board game:   Mastermind. It must be possible to:   choose the number of colors will be used in the game (2 - 20)   choose the color code length (4 - 10)   choose the maximum number of guesses the player has (7 - 20)   choose whether or not colors may be repeated in the code The (computer program) game should display all the player guesses and the results of that guess. Display (just an idea): Feature Graphic Version Text Version Player guess Colored circles Alphabet letters Correct color & position Black circle X Correct color White circle O None Gray circle - A text version example:       1.   ADEF   -   XXO- Translates to: the first guess; the four colors (ADEF); result: two correct colors and spot, one correct color/wrong spot, one color isn't in the code. Happy coding! Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number   Guess the number/With Feedback
#JavaScript
JavaScript
  class Mastermind { constructor() { this.colorsCnt; this.rptColors; this.codeLen; this.guessCnt; this.guesses; this.code; this.selected; this.game_over; this.clear = (el) => { while (el.hasChildNodes()) { el.removeChild(el.firstChild); } }; this.colors = ["🤡", "👹", "👺", "👻", "👽", "👾", "🤖", "🐵", "🐭", "🐸", "🎃", "🤠", "☠️", "🦄", "🦇", "🛸", "🎅", "👿", "🐲", "🦋" ]; }   newGame() { this.selected = null; this.guessCnt = parseInt(document.getElementById("gssCnt").value); this.colorsCnt = parseInt(document.getElementById("clrCnt").value); this.codeLen = parseInt(document.getElementById("codeLen").value); if (this.codeLen > this.colorsCnt) { document.getElementById("rptClr").selectedIndex = 1; } this.rptColors = document.getElementById("rptClr").value === "yes"; this.guesses = 0; this.game_over = false; const go = document.getElementById("gameover"); go.innerText = ""; go.style.visibility = "hidden"; this.clear(document.getElementById("code")); this.buildPalette(); this.buildPlayField(); }   buildPalette() { const pal = document.getElementById("palette"), z = this.colorsCnt / 5, h = Math.floor(z) != z ? Math.floor(z) + 1 : z; this.clear(pal); pal.style.height = `${44 * h + 3 * h}px`; const clrs = []; for (let c = 0; c < this.colorsCnt; c++) { clrs.push(c); const b = document.createElement("div"); b.className = "bucket"; b.clr = c; b.innerText = this.colors[c]; b.addEventListener("click", () => { this.palClick(b); }); pal.appendChild(b); } this.code = []; while (this.code.length < this.codeLen) { const r = Math.floor(Math.random() * clrs.length); this.code.push(clrs[r]); if (!this.rptColors) { clrs.splice(r, 1); } } }   buildPlayField() { const brd = document.getElementById("board"); this.clear(brd); const w = 49 * this.codeLen + 7 * this.codeLen + 5; brd.active = 0; brd.style.width = `${w}px`; document.querySelector(".column").style.width = `${w + 20}px`; this.addGuessLine(brd); }   addGuessLine(brd) { const z = document.createElement("div"); z.style.clear = "both"; brd.appendChild(z); brd.active += 10; for (let c = 0; c < this.codeLen; c++) { const d = document.createElement("div"); d.className = "bucket"; d.id = `brd${brd.active+ c}`; d.clr = -1; d.addEventListener("click", () => { this.playClick(d); }) brd.appendChild(d); } }   palClick(bucket) { if (this.game_over) return; if (null === this.selected) { bucket.classList.add("selected"); this.selected = bucket; return; } if (this.selected !== bucket) { this.selected.classList.remove("selected"); bucket.classList.add("selected"); this.selected = bucket; return; } this.selected.classList.remove("selected"); this.selected = null; }   vibrate() { const brd = document.getElementById("board"); let timerCnt = 0; const exp = setInterval(() => { if ((timerCnt++) > 60) { clearInterval(exp); brd.style.top = "0px"; brd.style.left = "0px"; } let x = Math.random() * 4, y = Math.random() * 4; if (Math.random() < .5) x = -x; if (Math.random() < .5) y = -y; brd.style.top = y + "px"; brd.style.left = x + "px"; }, 10); }   playClick(bucket) { if (this.game_over) return; if (this.selected) { bucket.innerText = this.selected.innerText; bucket.clr = this.selected.clr; } else { this.vibrate(); } }   check() { if (this.game_over) return; let code = []; const brd = document.getElementById("board"); for (let b = 0; b < this.codeLen; b++) { const h = document.getElementById(`brd${brd.active + b}`).clr; if (h < 0) { this.vibrate(); return; } code.push(h); } this.guesses++; if (this.compareCode(code)) { this.gameOver(true); return; } if (this.guesses >= this.guessCnt) { this.gameOver(false); return; } this.addGuessLine(brd); }   compareCode(code) { let black = 0, white = 0, b_match = new Array(this.codeLen).fill(false), w_match = new Array(this.codeLen).fill(false); for (let i = 0; i < this.codeLen; i++) { if (code[i] === this.code[i]) { b_match[i] = true; w_match[i] = true; black++; } } for (let i = 0; i < this.codeLen; i++) { if (b_match[i]) continue; for (let j = 0; j < this.codeLen; j++) { if (i == j || w_match[j]) continue; if (code[i] === this.code[j]) { w_match[j] = true; white++; break; } } } const brd = document.getElementById("board"); let d; for (let i = 0; i < black; i++) { d = document.createElement("div"); d.className = "pin"; d.style.backgroundColor = "#a00"; brd.appendChild(d); } for (let i = 0; i < white; i++) { d = document.createElement("div"); d.className = "pin"; d.style.backgroundColor = "#eee"; brd.appendChild(d); } return (black == this.codeLen); }   gameOver(win) { if (this.game_over) return; this.game_over = true; const cd = document.getElementById("code"); for (let c = 0; c < this.codeLen; c++) { const d = document.createElement("div"); d.className = "bucket"; d.innerText = this.colors[this.code[c]]; cd.appendChild(d); } const go = document.getElementById("gameover"); go.style.visibility = "visible"; go.innerText = win ? "GREAT!" : "YOU FAILED!"; const i = setInterval(() => { go.style.visibility = "hidden"; clearInterval(i); }, 3000); } } const mm = new Mastermind(); document.getElementById("newGame").addEventListener("click", () => { mm.newGame() }); document.getElementById("giveUp").addEventListener("click", () => { mm.gameOver(); }); document.getElementById("check").addEventListener("click", () => { mm.check() });  
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
ClearAll[optim, aux] optim[a_List] := Module[{u, v, n, c, r, s}, n = Length[a] - 1; u = ConstantArray[0, {n, n}]; v = ConstantArray[\[Infinity], {n, n}]; u[[All, 1]] = -1; v[[All, 1]] = 0; Do[ Do[ Do[ c = v[[i, k]] + v[[i + k, j - k]] + a[[i]] a[[i + k]] a[[i + j]]; If[c < v[[i, j]], u[[i, j]] = k; v[[i, j]] = c; ] , {k, 1, j - 1} ] , {i, 1, n - j + 1} ] , {j, 2, n} ]; r = v[[1, n]]; s = aux[u, 1, n]; {r, s} ] aux[u_, i_, j_] := Module[{k}, k = u[[i, j]]; If[k < 0, i , Inactive[Times][aux[u, i, k], aux[u, i + k, j - k]] ] ] {r, s} = optim[{1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2}]; r s {r, s} = optim[{1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10}]; r s
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#MATLAB
MATLAB
function [r,s] = optim(a) n = length(a)-1; u = zeros(n,n); v = ones(n,n)*inf; u(:,1) = -1; v(:,1) = 0; for j = 2:n for i = 1:n-j+1 for k = 1:j-1 c = v(i,k)+v(i+k,j-k)+a(i)*a(i+k)*a(i+j); if c<v(i,j) u(i,j) = k; v(i,j) = c; end end end end r = v(1,n); s = aux(u,1,n); end   function s = aux(u,i,j) k = u(i,j); if k<0 s = sprintf("%d",i); else s = sprintf("(%s*%s)",aux(u,i,k),aux(u,i+k,j-k)); end end
http://rosettacode.org/wiki/Maze_solving
Maze solving
Task For a maze generated by this task, write a function that finds (and displays) the shortest path between two cells. Note that because these mazes are generated by the Depth-first search algorithm, they contain no circular paths, and a simple depth-first tree search can be used.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
HighlightGraph[maze, PathGraph@FindShortestPath[maze, 1, 273]]
http://rosettacode.org/wiki/Maximum_triangle_path_sum
Maximum triangle path sum
Starting from the top of a pyramid of numbers like this, you can walk down going one step on the right or on the left, until you reach the bottom row: 55 94 48 95 30 96 77 71 26 67 One of such walks is 55 - 94 - 30 - 26. You can compute the total of the numbers you have seen in such walk, in this case it's 205. Your problem is to find the maximum total among all possible paths from the top to the bottom row of the triangle. In the little example above it's 321. Task Find the maximum total in the triangle below: 55 94 48 95 30 96 77 71 26 67 97 13 76 38 45 07 36 79 16 37 68 48 07 09 18 70 26 06 18 72 79 46 59 79 29 90 20 76 87 11 32 07 07 49 18 27 83 58 35 71 11 25 57 29 85 14 64 36 96 27 11 58 56 92 18 55 02 90 03 60 48 49 41 46 33 36 47 23 92 50 48 02 36 59 42 79 72 20 82 77 42 56 78 38 80 39 75 02 71 66 66 01 03 55 72 44 25 67 84 71 67 11 61 40 57 58 89 40 56 36 85 32 25 85 57 48 84 35 47 62 17 01 01 99 89 52 06 71 28 75 94 48 37 10 23 51 06 48 53 18 74 98 15 27 02 92 23 08 71 76 84 15 52 92 63 81 10 44 10 69 93 Such numbers can be included in the solution code, or read from a "triangle.txt" file. This task is derived from the Euler Problem #18.
#J
J
padTri=: 0 ". ];._2 NB. parse triangle and (implicitly) pad with zeros maxSum=: [: {. (+ (0 ,~ 2 >./\ ]))/ NB. find max triangle path sum
http://rosettacode.org/wiki/MD4
MD4
Find the MD4 message digest of a string of octets. Use the ASCII encoded string “Rosetta Code” (without quotes). You may either call an MD4 library, or implement MD4 in your language. MD4 is an obsolete hash function that computes a 128-bit message digest that sometimes appears in obsolete protocols. RFC 1320 specifies the MD4 algorithm. RFC 6150 declares that MD4 is obsolete.
#Raku
Raku
sub md4($str) { my @buf = $str.ords; my $buflen = @buf.elems;   my \mask = (1 +< 32) - 1; my &f = -> $x, $y, $z { ($x +& $y) +| ($x +^ mask) +& $z } my &g = -> $x, $y, $z { ($x +& $y) +| ($x +& $z) +| ($y +& $z) } my &h = -> $x, $y, $z { $x +^ $y +^ $z } my &r = -> $v, $s { (($v +< $s) +& mask) +| (($v +& mask) +> (32 - $s)) }   sub pack-le (@a) { gather for @a -> $a,$b,$c,$d { take $d +< 24 + $c +< 16 + $b +< 8 + $a } }   my ($a, $b, $c, $d) = 0x67452301, 0xefcdab89, 0x98badcfe, 0x10325476;   my $term = False; my $last = False; my $off = 0; repeat until $last { my @block = @buf[$off..$off+63]:v; $off += 64;   my @x; given +@block { when 64 { @x = pack-le @block; } when 56..63 { $term = True; @block.push(0x80); @block.push(slip 0 xx 63 - $_); @x = pack-le @block; } when 0..55 { @block.push($term ?? 0 !! 0x80); @block.push(slip 0 xx 55 - $_); @x = pack-le @block;   my $bit_len = $buflen +< 3; @x.push: $bit_len +& mask, $bit_len +> 32; $last = True; } default { die "oops"; } }   my ($aa, $bb, $cc, $dd) = $a, $b, $c, $d; for 0, 4, 8, 12 -> \i { $a = r($a + f($b, $c, $d) + @x[ i+0 ], 3); $d = r($d + f($a, $b, $c) + @x[ i+1 ], 7); $c = r($c + f($d, $a, $b) + @x[ i+2 ], 11); $b = r($b + f($c, $d, $a) + @x[ i+3 ], 19); } for 0, 1, 2, 3 -> \i { $a = r($a + g($b, $c, $d) + @x[ i+0 ] + 0x5a827999, 3); $d = r($d + g($a, $b, $c) + @x[ i+4 ] + 0x5a827999, 5); $c = r($c + g($d, $a, $b) + @x[ i+8 ] + 0x5a827999, 9); $b = r($b + g($c, $d, $a) + @x[ i+12] + 0x5a827999, 13); } for 0, 2, 1, 3 -> \i { $a = r($a + h($b, $c, $d) + @x[ i+0 ] + 0x6ed9eba1, 3); $d = r($d + h($a, $b, $c) + @x[ i+8 ] + 0x6ed9eba1, 9); $c = r($c + h($d, $a, $b) + @x[ i+4 ] + 0x6ed9eba1, 11); $b = r($b + h($c, $d, $a) + @x[ i+12] + 0x6ed9eba1, 15); } $a = ($a + $aa) +& mask; $b = ($b + $bb) +& mask; $c = ($c + $cc) +& mask; $d = ($d + $dd) +& mask; }   sub b2l($n is copy) { my $x = 0; for ^4 { $x +<= 8; $x += $n +& 0xff; $n +>= 8; } $x; }   b2l($a) +< 96 + b2l($b) +< 64 + b2l($c) +< 32 + b2l($d); }   sub MAIN { my $str = 'Rosetta Code'; say md4($str).base(16).lc; }
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.
#Wart
Wart
def (mid3 n) withs (digits (with outstring # itoa (pr abs.n)) max len.digits mid (int max/2)) if (and odd?.max (max >= 3)) (digits mid-1 mid+2)
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.
#Wren
Wren
import "/fmt" for Fmt   var middle3 = Fn.new { |n| if (n < 0) n = -n var s = "%(n)" var c = s.count if (c < 3) return "Minimum is 3 digits, only has %(c)." if (c%2 == 0) return "Number of digits must be odd, %(c) is even." if (c == 3) return s var d = (c - 3)/2 return s[d..d+2] }   var a = [123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345, 1, 2, -1, -10, 2002, -2002, 0]   for (e in a) { System.print("%(Fmt.s(9, e)) -> %(middle3.call(e))") }
http://rosettacode.org/wiki/MD5
MD5
Task Encode a string using an MD5 algorithm.   The algorithm can be found on   Wikipedia. Optionally, validate your implementation by running all of the test values in   IETF RFC (1321)   for MD5. Additionally,   RFC 1321   provides more precise information on the algorithm than the Wikipedia article. Warning:   MD5 has known weaknesses, including collisions and forged signatures.   Users may consider a stronger alternative when doing production-grade cryptography, such as SHA-256 (from the SHA-2 family), or the upcoming SHA-3. If the solution on this page is a library solution, see   MD5/Implementation   for an implementation from scratch.
#F.23
F#
let md5ootb (msg: string) = use md5 = System.Security.Cryptography.MD5.Create() msg |> System.Text.Encoding.ASCII.GetBytes |> md5.ComputeHash |> Seq.map (fun c -> c.ToString("X2")) |> Seq.reduce ( + )   md5ootb @"The quick brown fox jumped over the lazy dog's back"
http://rosettacode.org/wiki/McNuggets_problem
McNuggets problem
Wikipedia The McNuggets version of the coin problem was introduced by Henri Picciotto, who included it in his algebra textbook co-authored with Anita Wah. Picciotto thought of the application in the 1980s while dining with his son at McDonald's, working the problem out on a napkin. A McNugget number is the total number of McDonald's Chicken McNuggets in any number of boxes. In the United Kingdom, the original boxes (prior to the introduction of the Happy Meal-sized nugget boxes) were of 6, 9, and 20 nuggets. Task Calculate (from 0 up to a limit of 100) the largest non-McNuggets number (a number n which cannot be expressed with 6x + 9y + 20z = n where x, y and z are natural numbers).
#Quackery
Quackery
0 temp put 100 6 / times [ i 6 * 100 9 / times [ dup i 9 * + 100 20 / times [ dup i 20 * + dup 101 < if [ dup bit temp take | temp put ] drop ] drop ] drop ] -1 temp take 101 times [ dup i bit & 0 = if [ nip i swap conclude ] ] drop dup 0 < iff [ drop say "There are no non-McNugget numbers below 101" ] else [ say "The largest non-McNugget number below 101 is " echo ] char . emit
http://rosettacode.org/wiki/McNuggets_problem
McNuggets problem
Wikipedia The McNuggets version of the coin problem was introduced by Henri Picciotto, who included it in his algebra textbook co-authored with Anita Wah. Picciotto thought of the application in the 1980s while dining with his son at McDonald's, working the problem out on a napkin. A McNugget number is the total number of McDonald's Chicken McNuggets in any number of boxes. In the United Kingdom, the original boxes (prior to the introduction of the Happy Meal-sized nugget boxes) were of 6, 9, and 20 nuggets. Task Calculate (from 0 up to a limit of 100) the largest non-McNuggets number (a number n which cannot be expressed with 6x + 9y + 20z = n where x, y and z are natural numbers).
#R
R
allInputs <- expand.grid(x = 0:(100 %/% 6), y = 0:(100 %/% 9), z = 0:(100 %/% 20)) mcNuggets <- do.call(function(x, y, z) 6 * x + 9 * y + 20 * z, allInputs)
http://rosettacode.org/wiki/Mayan_numerals
Mayan numerals
Task Present numbers using the Mayan numbering system   (displaying the Mayan numerals in a cartouche). Mayan numbers Normally, Mayan numbers are written vertically   (top─to─bottom)   with the most significant numeral at the top   (in the sense that decimal numbers are written left─to─right with the most significant digit at the left).   This task will be using a left─to─right (horizontal) format,   mostly for familiarity and readability,   and to conserve screen space (when showing the output) on this task page. Mayan numerals Mayan numerals   (a base─20 "digit" or glyph)   are written in two orientations,   this task will be using the "vertical" format   (as displayed below).   Using the vertical format makes it much easier to draw/construct the Mayan numerals (glyphs) with simple dots (.) and hyphen (-);     (however, round bullets (•) and long dashes (─) make a better presentation on Rosetta Code). Furthermore, each Mayan numeral   (for this task)   is to be displayed as a cartouche   (enclosed in a box)   to make it easier to parse (read);   the box may be drawn with any suitable (ASCII or Unicode) characters that are presentable/visible in all web browsers. Mayan numerals added to Unicode Mayan numerals (glyphs) were added to the Unicode Standard in June of 2018   (this corresponds with version 11.0).   But since most web browsers don't support them at this time,   this Rosetta Code task will be constructing the glyphs with "simple" characters and/or ASCII art. The "zero" glyph The Mayan numbering system has the concept of   zero,   and should be shown by a glyph that represents an upside─down (sea) shell,   or an egg.   The Greek letter theta   (Θ)   can be used   (which more─or─less, looks like an egg).   A   commercial at   symbol   (@)   could make a poor substitute. Mayan glyphs (constructed) The Mayan numbering system is a   [vigesimal (base 20)]   positional numeral system. The Mayan numerals   (and some random numbers)   shown in the   vertical   format would be shown as ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙ ║ ║ ║ ║ 1──► ║ ║ 11──► ║────║ 21──► ║ ║ ║ ║ ∙ ║ ║────║ ║ ∙ ║ ∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙∙ ║ ║ ║ ║ 2──► ║ ║ 12──► ║────║ 22──► ║ ║ ║ ║ ∙∙ ║ ║────║ ║ ∙ ║ ∙∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙ ║ ║ ║ ║ 3──► ║ ║ 13──► ║────║ 40──► ║ ║ ║ ║∙∙∙ ║ ║────║ ║ ∙∙ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙∙║ ║ ║ ║ 4──► ║ ║ 14──► ║────║ 80──► ║ ║ ║ ║∙∙∙∙║ ║────║ ║∙∙∙∙║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 5──► ║ ║ 15──► ║────║ 90──► ║ ║────║ ║────║ ║────║ ║∙∙∙∙║────║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 6──► ║ ∙ ║ 16──► ║────║ 100──► ║ ║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 7──► ║ ∙∙ ║ 17──► ║────║ 200──► ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║∙∙∙ ║ ║ ║ ║ ║ ║ ║────║ 300──► ║────║ ║ 8──► ║∙∙∙ ║ 18──► ║────║ ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╦════╗ ║ ║ ║∙∙∙∙║ ║ ║ ║ ║ ║ ║ ║────║ 400──► ║ ║ ║ ║ 9──► ║∙∙∙∙║ 19──► ║────║ ║ ║ ║ ║ ║────║ ║────║ ║ ∙ ║ Θ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╩════╝ ╔════╗ ╔════╦════╗ ╔════╦════╦════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ 10──► ║────║ 20──► ║ ║ ║ 16,000──► ║ ║ ║ ║ ║ ║────║ ║ ∙ ║ Θ ║ ║ ∙∙ ║ Θ ║ Θ ║ Θ ║ ╚════╝ ╚════╩════╝ ╚════╩════╩════╩════╝ Note that the Mayan numeral   13   in   horizontal   format would be shown as: ╔════╗ ║ ││║ ║ ∙││║ 13──► ║ ∙││║ ◄─── this glyph form won't be used in this Rosetta Code task. ║ ∙││║ ╚════╝ Other forms of cartouches (boxes) can be used for this task. Task requirements   convert the following decimal numbers to Mayan numbers:       4,005       8,017   326,205   886,205   show a   unique   interesting/pretty/unusual/intriguing/odd/amusing/weird   Mayan number   show all output here Related tasks   Roman numerals/Encode   ─── convert numeric values into Roman numerals   Roman numerals/Decode   ─── convert Roman numerals into Arabic numbers See also   The Wikipedia entry:   [Mayan numerals]
#Raku
Raku
### Formatting ### my $t-style = '"border-collapse: separate; text-align: center; border-spacing: 3px 0px;"'; my $c-style = '"border: solid black 2px;background-color: #fffff0;border-bottom: double 6px;'~ 'border-radius: 1em;-moz-border-radius: 1em;-webkit-border-radius: 1em;'~ 'vertical-align: bottom;width: 3.25em;"'; my $joiner = '<br>';   sub display ($num, @digits) { join "\n", "\{| style=$t-style", "|+ $num", '|-', (|@digits.map: {"| style=$c-style | $_"}), '|}' }   ### Logic ###   sub mayan ($int) { $int.polymod(20 xx *).reverse.map: *.polymod(5) }   my @output = <4005 8017 326205 886205 16160025 1081439556 503491211079>.map: { display $_, .&mayan.map: { [flat '' xx 3, '●' x .[0], '───' xx .[1], ('Θ' if !.[0,1].sum)].tail(4).join: $joiner } }   say @output.join: "\n$joiner\n";  
http://rosettacode.org/wiki/Matrix_multiplication
Matrix multiplication
Task Multiply two matrices together. They can be of any dimensions, so long as the number of columns of the first matrix is equal to the number of rows of the second matrix.
#ALGOL_68
ALGOL 68
MODE FIELD = LONG REAL; # field type is LONG REAL # INT default upb:=3; MODE VECTOR = [default upb]FIELD; MODE MATRIX = [default upb,default upb]FIELD;   # crude exception handling # PROC VOID raise index error := VOID: GOTO exception index error;   # define the vector/matrix operators # OP * = (VECTOR a,b)FIELD: ( # basically the dot product # FIELD result:=0; IF LWB a/=LWB b OR UPB a/=UPB b THEN raise index error FI; FOR i FROM LWB a TO UPB a DO result+:= a[i]*b[i] OD; result );   OP * = (VECTOR a, MATRIX b)VECTOR: ( # overload vector times matrix # [2 LWB b:2 UPB b]FIELD result; IF LWB a/=LWB b OR UPB a/=UPB b THEN raise index error FI; FOR j FROM 2 LWB b TO 2 UPB b DO result[j]:=a*b[,j] OD; result ); # this is the task portion # OP * = (MATRIX a, b)MATRIX: ( # overload matrix times matrix # [LWB a:UPB a, 2 LWB b:2 UPB b]FIELD result; IF 2 LWB a/=LWB b OR 2 UPB a/=UPB b THEN raise index error FI; FOR k FROM LWB result TO UPB result DO result[k,]:=a[k,]*b OD; result );   # Some sample matrices to test # test:( MATRIX a=((1, 1, 1, 1), # matrix A # (2, 4, 8, 16), (3, 9, 27, 81), (4, 16, 64, 256));   MATRIX b=(( 4 , -3 , 4/3, -1/4 ), # matrix B # (-13/3, 19/4, -7/3, 11/24), ( 3/2, -2 , 7/6, -1/4 ), ( -1/6, 1/4, -1/6, 1/24));   MATRIX prod = a * b; # actual multiplication example of A x B #   FORMAT real fmt = $g(-6,2)$; # width of 6, with no '+' sign, 2 decimals # PROC real matrix printf= (FORMAT real fmt, MATRIX m)VOID:( FORMAT vector fmt = $"("n(2 UPB m-1)(f(real fmt)",")f(real fmt)")"$; FORMAT matrix fmt = $x"("n(UPB m-1)(f(vector fmt)","lxx)f(vector fmt)");"$; # finally print the result # printf((matrix fmt,m)) );   # finally print the result # print(("Product of a and b: ",new line)); real matrix printf(real fmt, prod) EXIT   exception index error: putf(stand error, $x"Exception: index error."l$) )
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#C.23
C#
System.IO.Directory.CreateDirectory(path)
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#C.2B.2B
C++
  #include <filesystem> #include <iostream>   namespace fs = std::filesystem;   int main(int argc, char* argv[]) { if(argc != 2) { std::cout << "usage: mkdir <path>\n"; return -1; }   fs::path pathToCreate(argv[1]);   if (fs::exists(pathToCreate)) return 0;   if (fs::create_directories(pathToCreate)) return 0; else { std::cout << "couldn't create directory: " << pathToCreate.string() << std::endl; return -1; } }  
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#Clojure
Clojure
(defn mkdirp [path] (let [dir (java.io.File. path)] (if (.exists dir) true (.mkdirs dir))))
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#Aime
Aime
integer F(list l) { l[1]; }   integer eval(list l) { l[0](l); }   integer A(list);   integer B(list l) { A(list(B, l[1] = l[1] - 1, l, l[-5], l[-4], l[-3], l[-2])); }   integer A(list l) { integer x;   if (l[1] < 1) { x = eval(l[-2]) + eval(l[-1]); } else { x = B(l); }   x; }   integer main(void) { list f1, f0, fn1;   l_append(f1, F); l_append(f1, 1);   l_append(f0, F); l_append(f0, 0);   l_append(fn1, F); l_append(fn1, -1);   o_(A(list(B, 10, f1, fn1, fn1, f1, f0)), "\n");   0; }
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#ALGOL_60
ALGOL 60
begin real procedure A (k, x1, x2, x3, x4, x5); value k; integer k; real x1, x2, x3, x4, x5; begin real procedure B; begin k:= k - 1; B:= A := A (k, B, x1, x2, x3, x4) end; if k <= 0 then A:= x4 + x5 else B end; outreal (A (10, 1, -1, -1, 1, 0)) end
http://rosettacode.org/wiki/Main_step_of_GOST_28147-89
Main step of GOST 28147-89
GOST 28147-89 is a standard symmetric encryption based on a Feistel network. The structure of the algorithm consists of three levels:   encryption modes - simple replacement, application range, imposing a range of feedback and authentication code generation;   cycles - 32-З, 32-Р and 16-З, is a repetition of the main step;   main step, a function that takes a 64-bit block of text and one of the eight 32-bit encryption key elements, and uses the replacement table (8x16 matrix of 4-bit values), and returns encrypted block. Task Implement the main step of this encryption algorithm.
#C
C
static unsigned char const k8[16] = { 14, 4, 13, 1, 2, 15, 11, 8, 3, 10, 6, 12, 5, 9, 0, 7 }; static unsigned char const k7[16] = { 15, 1, 8, 14, 6, 11, 3, 4, 9, 7, 2, 13, 12, 0, 5, 10 }; static unsigned char const k6[16] = { 10, 0, 9, 14, 6, 3, 15, 5, 1, 13, 12, 7, 11, 4, 2, 8 }; static unsigned char const k5[16] = { 7, 13, 14, 3, 0, 6, 9, 10, 1, 2, 8, 5, 11, 12, 4, 15 }; static unsigned char const k4[16] = { 2, 12, 4, 1, 7, 10, 11, 6, 8, 5, 3, 15, 13, 0, 14, 9 }; static unsigned char const k3[16] = { 12, 1, 10, 15, 9, 2, 6, 8, 0, 13, 3, 4, 14, 7, 5, 11 }; static unsigned char const k2[16] = { 4, 11, 2, 14, 15, 0, 8, 13, 3, 12, 9, 7, 5, 10, 6, 1 }; static unsigned char const k1[16] = { 13, 2, 8, 4, 6, 15, 11, 1, 10, 9, 3, 14, 5, 0, 12, 7 };   static unsigned char k87[256]; static unsigned char k65[256]; static unsigned char k43[256]; static unsigned char k21[256];   void kboxinit(void) { int i; for (i = 0; i < 256; i++) { k87[i] = k8[i >> 4] << 4 | k7[i & 15]; k65[i] = k6[i >> 4] << 4 | k5[i & 15]; k43[i] = k4[i >> 4] << 4 | k3[i & 15]; k21[i] = k2[i >> 4] << 4 | k1[i & 15]; } }   static word32 f(word32 x) { x = k87[x>>24 & 255] << 24 | k65[x>>16 & 255] << 16 | k43[x>> 8 & 255] << 8 | k21[x & 255]; return x<<11 | x>>(32-11); }
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#ALGOL_W
ALGOL W
begin  % find some Magnanimous numbers - numbers where inserting a "+" between  %  % any two of the digits and evaluating the sum results in a prime number %  % implements the sieve of Eratosthenes  % procedure sieve( logical array s ( * ); integer value n ) ; begin  % start with everything flagged as prime  % for i := 1 until n do s( i ) := true;  % sieve out the non-primes  % s( 1 ) := false; for i := 2 until truncate( sqrt( n ) ) do begin if s( i ) then for p := i * i step i until n do s( p ) := false end for_i ; end sieve ;  % construct an array of magnanimous numbers using the isPrime sieve  % procedure findMagnanimous ( logical array magnanimous, isPrime ( * ) ) ; begin  % 1 digit magnanimous numbers  % for i := 0 until 9 do magnanimous( i ) := true;  % initially, the other magnanimous numbers are unknown  % for i := 10 until MAGNANIMOUS_MAX do magnanimous( i ) := false;  % 2 & 3 digit magnanimous numbers  % for d1 := 1 until 9 do begin for d2 := 0 until 9 do begin if isPrime( d1 + d2 ) then magnanimous( ( d1 * 10 ) + d2 ) := true end for_d2 ; for d23 := 0 until 99 do begin if isPrime( d1 + d23 ) then begin integer d12, d3; d3  := d23 rem 10; d12 := ( d1 * 10 ) + ( d23 div 10 ); if isPrime( d12 + d3 ) then magnanimous( ( d12 * 10 ) + d3 ) := true end if_isPrime_d1_plus_d23 end for_d23 end for_d1 ;  % 4 & 5 digit magnanimous numbers  % for d12 := 10 until 99 do begin for d34 := 0 until 99 do begin if isPrime( d12 + d34 ) then begin integer d123, d4; d123 := ( d12 * 10 ) + ( d34 div 10 ); d4  := d34 rem 10; if isPrime( d123 + d4 ) then begin integer d1, d234; d1  := d12 div 10; d234 := ( ( d12 rem 10 ) * 100 ) + d34; if isPrime( d1 + d234 ) then magnanimous( ( d12 * 100 ) + d34 ) := true end if_isPrime_d123_plus_d4 end if_isPrime_d12_plus_d34 end for_d34 ; for d345 := 0 until 999 do begin if isPrime( d12 + d345 ) then begin integer d123, d45; d123 := ( d12 * 10 ) + ( d345 div 100 ); d45  := d345 rem 100; if isPrime( d123 + d45 ) then begin integer d1234, d5; d1234 := ( d123 * 10 ) + ( d45 div 10 ); d5  := d45 rem 10; if isPrime( d1234 + d5 ) then begin integer d1, d2345; d1  := d12 div 10; d2345 := ( ( d12 rem 10 ) * 1000 ) + d345; if isPrime( d1 + d2345 ) then magnanimous( ( d12 * 1000 ) + d345 ) := true end if_isPrime_d1234_plus_d5 end if_isPrime_d123_plus_d45 end if_isPrime_d12_plus_d345 end for_d234 end for_d12 ;  % find 6 digit magnanimous numbers  % for d123 := 100 until 999 do begin for d456 := 0 until 999 do begin if isPrime( d123 + d456 ) then begin integer d1234, d56; d1234 := ( d123 * 10 ) + ( d456 div 100 ); d56  := d456 rem 100; if isPrime( d1234 + d56 ) then begin integer d12345, d6; d12345 := ( d1234 * 10 ) + ( d56 div 10 ); d6  := d56 rem 10; if isPrime( d12345 + d6 ) then begin integer d12, d3456; d12  := d123 div 10; d3456 := ( ( d123 rem 10 ) * 1000 ) + d456; if isPrime( d12 + d3456 ) then begin integer d1, d23456; d1  := d12 div 10; d23456 := ( ( d12 rem 10 ) * 10000 ) + d3456; if isPrime( d1 + d23456 ) then magnanimous( ( d123 * 1000 ) + d456 ) := true end if_isPrime_d12_plus_d3456 end if_isPrime_d12345_plus_d6 end if_isPrime_d1234_plus_d56 end if_isPrime_d123_plus_d456 end for_d456 end for_d123 end findMagnanimous ;  % we look for magnanimous numbers with up to 6 digits, so we need to  %  % check for primes up to 99999 + 9 = 100008  % integer PRIME_MAX, MAGNANIMOUS_MAX; PRIME_MAX  := 100008; MAGNANIMOUS_MAX := 1000000; begin logical array magnanimous ( 0 :: MAGNANIMOUS_MAX ); logical array isPrime ( 1 :: PRIME_MAX ); integer mPos; integer lastM; sieve( isPrime, PRIME_MAX ); findMagnanimous( magnanimous, isPrime );  % show some of the magnanimous numbers  % lastM := mPos  := 0; i_w := 3; s_w := 1; % output formatting  % for i := 0 until MAGNANIMOUS_MAX do begin if magnanimous( i ) then begin mPos  := mPos + 1; lastM := i; if mPos = 1 then begin write( "Magnanimous numbers 1-45:" ); write( i ) end else if mPos < 46 then begin if mPos rem 15 = 1 then write( i ) else writeon( i ) end else if mPos = 241 then begin write( "Magnanimous numbers 241-250:" ); write( i ) end else if mPos > 241 and mPos <= 250 then writeon( i ) else if mPos = 391 then begin write( "Magnanimous numbers 391-400:" ); write( i ) end else if mPos > 391 and mPos <= 400 then writeon( i ) end if_magnanimous_i end for_i ; i_w := 1; s_w := 0; write( "Last magnanimous number found: ", mPos, " = ", lastM ) end end.
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#AWK
AWK
  # syntax: GAWK -f MAGNANIMOUS_NUMBERS.AWK # converted from C BEGIN { magnanimous(1,45) magnanimous(241,250) magnanimous(391,400) exit(0) } function is_magnanimous(n, p,q,r) { if (n < 10) { return(1) } for (p=10; ; p*=10) { q = int(n/p) r = n % p if (!is_prime(q+r)) { return(0) } if (q < 10) { break } } return(1) } function is_prime(n, d) { d = 5 if (n < 2) { return(0) } if (!(n % 2)) { return(n == 2) } if (!(n % 3)) { return(n == 3) } while (d*d <= n) { if (!(n % d)) { return(0) } d += 2 if (!(n % d)) { return(0) } d += 4 } return(1) } function magnanimous(start,stop, count,i) { printf("%d-%d:",start,stop) for (i=0; count<stop; ++i) { if (is_magnanimous(i)) { if (++count >= start) { printf(" %d",i) } } } printf("\n") }  
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#Ada
Ada
with Ada.Numerics.Real_Arrays; use Ada.Numerics.Real_Arrays; with Ada.Text_IO; use Ada.Text_IO;   procedure Matrix_Transpose is procedure Put (X : Real_Matrix) is type Fixed is delta 0.01 range -500.0..500.0; begin for I in X'Range (1) loop for J in X'Range (2) loop Put (Fixed'Image (Fixed (X (I, J)))); end loop; New_Line; end loop; end Put;   Matrix : constant Real_Matrix := ( (0.0, 0.1, 0.2, 0.3), (0.4, 0.5, 0.6, 0.7), (0.8, 0.9, 1.0, 1.1) ); begin Put_Line ("Before Transposition:"); Put (Matrix); New_Line; Put_Line ("After Transposition:"); Put (Transpose (Matrix)); end Matrix_Transpose;
http://rosettacode.org/wiki/Maze_generation
Maze generation
This page uses content from Wikipedia. The original article was at Maze generation algorithm. 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) Task Generate and show a maze, using the simple Depth-first search algorithm. Start at a random cell. Mark the current cell as visited, and get a list of its neighbors. For each neighbor, starting with a randomly selected neighbor: If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell. Related tasks Maze solving.
#C
C
#include <stdio.h> #include <stdlib.h> #include <string.h> #include <locale.h>   #define DOUBLE_SPACE 1   #if DOUBLE_SPACE # define SPC " " #else # define SPC " " #endif   wchar_t glyph[] = L""SPC"│││─┘┐┤─└┌├─┴┬┼"SPC"┆┆┆┄╯╮ ┄╰╭ ┄";   typedef unsigned char byte; enum { N = 1, S = 2, W = 4, E = 8, V = 16 };   byte **cell; int w, h, avail; #define each(i, x, y) for (i = x; i <= y; i++)   int irand(int n) { int r, rmax = n * (RAND_MAX / n); while ((r = rand()) >= rmax); return r / (RAND_MAX/n); }   void show() { int i, j, c; each(i, 0, 2 * h) { each(j, 0, 2 * w) { c = cell[i][j]; if (c > V) printf("\033[31m"); printf("%lc", glyph[c]); if (c > V) printf("\033[m"); } putchar('\n'); } }   inline int max(int a, int b) { return a >= b ? a : b; } inline int min(int a, int b) { return b >= a ? a : b; }   static int dirs[4][2] = {{-2, 0}, {0, 2}, {2, 0}, {0, -2}}; void walk(int x, int y) { int i, t, x1, y1, d[4] = { 0, 1, 2, 3 };   cell[y][x] |= V; avail--;   for (x1 = 3; x1; x1--) if (x1 != (y1 = irand(x1 + 1))) i = d[x1], d[x1] = d[y1], d[y1] = i;   for (i = 0; avail && i < 4; i++) { x1 = x + dirs[ d[i] ][0], y1 = y + dirs[ d[i] ][1];   if (cell[y1][x1] & V) continue;   /* break walls */ if (x1 == x) { t = (y + y1) / 2; cell[t][x+1] &= ~W, cell[t][x] &= ~(E|W), cell[t][x-1] &= ~E; } else if (y1 == y) { t = (x + x1)/2; cell[y-1][t] &= ~S, cell[y][t] &= ~(N|S), cell[y+1][t] &= ~N; } walk(x1, y1); } }   int solve(int x, int y, int tox, int toy) { int i, t, x1, y1;   cell[y][x] |= V; if (x == tox && y == toy) return 1;   each(i, 0, 3) { x1 = x + dirs[i][0], y1 = y + dirs[i][1]; if (cell[y1][x1]) continue;   /* mark path */ if (x1 == x) { t = (y + y1)/2; if (cell[t][x] || !solve(x1, y1, tox, toy)) continue;   cell[t-1][x] |= S, cell[t][x] |= V|N|S, cell[t+1][x] |= N; } else if (y1 == y) { t = (x + x1)/2; if (cell[y][t] || !solve(x1, y1, tox, toy)) continue;   cell[y][t-1] |= E, cell[y][t] |= V|E|W, cell[y][t+1] |= W; } return 1; }   /* backtrack */ cell[y][x] &= ~V; return 0; }   void make_maze() { int i, j; int h2 = 2 * h + 2, w2 = 2 * w + 2; byte **p;   p = calloc(sizeof(byte*) * (h2 + 2) + w2 * h2 + 1, 1);   p[1] = (byte*)(p + h2 + 2) + 1; each(i, 2, h2) p[i] = p[i-1] + w2; p[0] = p[h2]; cell = &p[1];   each(i, -1, 2 * h + 1) cell[i][-1] = cell[i][w2 - 1] = V; each(j, 0, 2 * w) cell[-1][j] = cell[h2 - 1][j] = V; each(i, 0, h) each(j, 0, 2 * w) cell[2*i][j] |= E|W; each(i, 0, 2 * h) each(j, 0, w) cell[i][2*j] |= N|S; each(j, 0, 2 * w) cell[0][j] &= ~N, cell[2*h][j] &= ~S; each(i, 0, 2 * h) cell[i][0] &= ~W, cell[i][2*w] &= ~E;   avail = w * h; walk(irand(2) * 2 + 1, irand(h) * 2 + 1);   /* reset visited marker (it's also used by path finder) */ each(i, 0, 2 * h) each(j, 0, 2 * w) cell[i][j] &= ~V; solve(1, 1, 2 * w - 1, 2 * h - 1);   show(); }   int main(int c, char **v) { setlocale(LC_ALL, ""); if (c < 2 || (w = atoi(v[1])) <= 0) w = 16; if (c < 3 || (h = atoi(v[2])) <= 0) h = 8;   make_maze();   return 0; }
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#GAP
GAP
# Matrix exponentiation is built-in A := [[0 , 1], [1, 1]]; PrintArray(A); # [ [ 0, 1 ], # [ 1, 1 ] ] PrintArray(A^10); # [ [ 34, 55 ], # [ 55, 89 ] ]
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#Go
Go
package main   import "fmt"   type vector = []float64 type matrix []vector   func (m1 matrix) mul(m2 matrix) matrix { rows1, cols1 := len(m1), len(m1[0]) rows2, cols2 := len(m2), len(m2[0]) if cols1 != rows2 { panic("Matrices cannot be multiplied.") } result := make(matrix, rows1) for i := 0; i < rows1; i++ { result[i] = make(vector, cols2) for j := 0; j < cols2; j++ { for k := 0; k < rows2; k++ { result[i][j] += m1[i][k] * m2[k][j] } } } return result }   func identityMatrix(n int) matrix { if n < 1 { panic("Size of identity matrix can't be less than 1") } ident := make(matrix, n) for i := 0; i < n; i++ { ident[i] = make(vector, n) ident[i][i] = 1 } return ident }   func (m matrix) pow(n int) matrix { le := len(m) if le != len(m[0]) { panic("Not a square matrix") } switch { case n < 0: panic("Negative exponents not supported") case n == 0: return identityMatrix(le) case n == 1: return m } pow := identityMatrix(le) base := m e := n for e > 0 { if (e & 1) == 1 { pow = pow.mul(base) } e >>= 1 base = base.mul(base) } return pow }   func main() { m := matrix{{3, 2}, {2, 1}} for i := 0; i <= 10; i++ { fmt.Println("** Power of", i, "**") fmt.Println(m.pow(i)) fmt.Println() } }
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#Arturo
Arturo
getMapped: function [a,b,i][ round .to:1 b\0 + ((i - a\0) * (b\1 - b\0))/(a\1 - a\0) ]   rangeA: @[0.0 10.0] rangeB: @[0-1.0 0.0]   loop 0..10 'x [ mapped: getMapped rangeA rangeB to :floating x print [x "maps to" mapped] ]
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#AutoHotkey
AutoHotkey
  mapRange(a1, a2, b1, b2, s) { return b1 + (s-a1)*(b2-b1)/(a2-a1) }   out := "Mapping [0,10] to [-1,0] at intervals of 1:`n"   Loop 11 out .= "f(" A_Index-1 ") = " mapRange(0,10,-1,0,A_Index-1) "`n" MsgBox % out  
http://rosettacode.org/wiki/Matrix_digital_rain
Matrix digital rain
Implement the Matrix Digital Rain visual effect from the movie "The Matrix" as described in Wikipedia. Provided is a reference implementation in Common Lisp to be run in a terminal.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
SeedRandom[1234]; ClearAll[ColorFunc] chars = RandomSample[Flatten[CharacterRange @@@ Partition[Characters["\[CapitalAlpha]\[CapitalPi]ЀѵҊԯ\:03e2\:03efヲンⲀ⳩\[ForAll]∗℀℺⨀⫿"], 2]]]; charlen = Length[chars]; fadelength = 6; ColorFunc[fade_] := ColorFunc[fade] = Blend[{Black, Green}, fade/fadelength] rows = 30; cols = 50; n = 10; trailpos = {RandomInteger[{1, cols}, n], RandomInteger[{1, rows}, n]} // Transpose; trailchars = RandomInteger[{1, Length[chars]}, n]; charmap = ConstantArray[".", {rows, cols}]; fade = ConstantArray[5, {rows, cols}]; indices = MapIndexed[#2 &, fade, {2}]; Dynamic[Graphics[{txts}, PlotRange -> {{1, cols}, {1, rows}}, PlotRangePadding -> 1, Background -> Black]] Do[ trailpos[[All, 2]] += 1; fade = Ramp[fade - 1]; trailchars = Mod[trailchars + 1, charlen, 1]; Do[ If[trailpos[[i, 2]] >= rows, trailpos[[i, 2]] = 1; trailpos[[i, 1]] = RandomInteger[{1, cols}]; ]; charmap[[trailpos[[i, 2]], trailpos[[i, 1]]]] = chars[[trailchars[[i]]]]; fade[[trailpos[[i, 2]], trailpos[[i, 1]]]] = fadelength , {i, n} ]; txts = MapThread[If[#2 > 0, Text[Style[#1, ColorFunc[#2]], {#1, rows - #2 + 1} & @@ Reverse[#3]], {}] &, {charmap, fade, indices}, 2]; Pause[0.1] , {1000} ]
http://rosettacode.org/wiki/Mastermind
Mastermind
Create a simple version of the board game:   Mastermind. It must be possible to:   choose the number of colors will be used in the game (2 - 20)   choose the color code length (4 - 10)   choose the maximum number of guesses the player has (7 - 20)   choose whether or not colors may be repeated in the code The (computer program) game should display all the player guesses and the results of that guess. Display (just an idea): Feature Graphic Version Text Version Player guess Colored circles Alphabet letters Correct color & position Black circle X Correct color White circle O None Gray circle - A text version example:       1.   ADEF   -   XXO- Translates to: the first guess; the four colors (ADEF); result: two correct colors and spot, one correct color/wrong spot, one color isn't in the code. Happy coding! Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number   Guess the number/With Feedback
#Julia
Julia
using Gtk, Colors, Cairo, Graphics   struct Guess code::Vector{Color} guess::Vector{Color} hint::Vector{Color} end   function Guess(code, guess) len = length(code) hints = fill(colorant"gray", len) # gray default for (i, g) in enumerate(guess), (j, c) in enumerate(code) if g == c if i == j hints[i] = colorant"black" elseif hints[i] != colorant"black" hints[i] = colorant"white" end end end g = Guess([c for c in code], [c for c in guess], [c for c in hints]) end   tovec(guess) = [x for x in [guess.code; guess.guess; guess.hint]]   function mastermindapp() allu(s) = length(unique(s)) == length(s) ccode(c, n, rok) = while true a = rand(c, n); if rok || allu(a) return a end end   numcolors, codelength, maxguesses, allowrep, gameover = 10, 4, 10, false, false colors = distinguishable_colors(numcolors) code = ccode(colors, numcolors, allowrep) guesshistory = Vector{Guess}()   win = GtkWindow("Mastermind Game", 900, 750) |> (GtkFrame() |> (box = GtkBox(:v))) settingsbox = GtkBox(:h) playtoolbar = GtkToolbar()   setcolors = GtkScale(false, 4:20) set_gtk_property!(setcolors, :hexpand, true) adj = GtkAdjustment(setcolors) set_gtk_property!(adj, :value, 10) clabel = GtkLabel("Number of Colors")   setcodelength = GtkScale(false, 4:10) set_gtk_property!(setcodelength, :hexpand, true) adj = GtkAdjustment(setcodelength) set_gtk_property!(adj, :value, 4) slabel = GtkLabel("Code Length")   setnumguesses = GtkScale(false, 4:40) set_gtk_property!(setnumguesses, :hexpand, true) adj = GtkAdjustment(setnumguesses) set_gtk_property!(adj, :value, 10) nlabel = GtkLabel("Max Guesses")   allowrepeatcolor = GtkScale(false, 0:1) set_gtk_property!(allowrepeatcolor, :hexpand, true) rlabel = GtkLabel("Allow Repeated Colors (0 = No)")   newgame = GtkToolButton("New Game") set_gtk_property!(newgame, :label, "New Game") set_gtk_property!(newgame, :is_important, true)   tryguess = GtkToolButton("Submit Current Guess") set_gtk_property!(tryguess, :label, "Submit Current Guess") set_gtk_property!(tryguess, :is_important, true)   eraselast = GtkToolButton("Erase Last (Unsubmitted) Pick") set_gtk_property!(eraselast, :label, "Erase Last (Unsubmitted) Pick") set_gtk_property!(eraselast, :is_important, true)   map(w->push!(settingsbox, w),[clabel, setcolors, slabel, setcodelength, nlabel, setnumguesses, rlabel, allowrepeatcolor]) map(w->push!(playtoolbar, w),[newgame, tryguess, eraselast])   scrwin = GtkScrolledWindow() can = GtkCanvas() set_gtk_property!(can, :expand, true) map(w -> push!(box, w),[settingsbox, playtoolbar, scrwin]) push!(scrwin, can)   currentguess = RGB[] guessesused = 0 colorpositions = Point[]   function newgame!(w) empty!(guesshistory)   numcolors = Int(GAccessor.value(setcolors)) codelength = Int(GAccessor.value(setcodelength)) maxguesses = Int(GAccessor.value(setnumguesses)) allowrep = Int(GAccessor.value(allowrepeatcolor))   colors = distinguishable_colors(numcolors) code = ccode(colors, codelength, allowrep == 1) empty!(currentguess) currentneeded = codelength guessesused = 0 gameover = false draw(can) end signal_connect(newgame!, newgame, :clicked)   function saywon!() warn_dialog("You have WON the game!", win) gameover = true end   function outofguesses!() warn_dialog("You have Run out of moves! Game over.", win) gameover = true end   can.mouse.button1press = @guarded (widget, event) -> begin if !gameover && (i = findfirst(p -> sqrt((p.x - event.x)^2 + (p.y - event.y)^2) < 20, colorpositions)) != nothing if length(currentguess) < codelength if allowrep == 0 && !allu(currentguess) warn_dialog("Please erase the duplicate color.", win) else push!(currentguess, colors[i]) draw(can) end else warn_dialog("You need to submit this guess if ready.", win) end end end   @guarded draw(can) do widget ctx = Gtk.getgc(can) select_font_face(ctx, "Courier", Cairo.FONT_SLANT_NORMAL, Cairo.FONT_WEIGHT_BOLD) fontpointsize = 12 set_font_size(ctx, fontpointsize) workcolor = colorant"black" set_source(ctx, workcolor) move_to(ctx, 0, fontpointsize) show_text(ctx, "Color options: " * "-"^70) stroke(ctx) empty!(colorpositions) for i in 1:numcolors set_source(ctx, colors[i]) circle(ctx, i * 40, 40, 20) push!(colorpositions, Point(i * 40, 40)) fill(ctx) end set_gtk_property!(can, :expand, false) # kludge for good text overwriting move_to(ctx, 0, 80) set_source(ctx, workcolor) show_text(ctx, string(maxguesses - guessesused, pad = 2) * " moves remaining.") stroke(ctx) set_gtk_property!(can, :expand, true) for i in 1:codelength set_source(ctx, i > length(currentguess) ? colorant"lightgray" : currentguess[i]) circle(ctx, i * 40, 110, 20) fill(ctx) end if length(guesshistory) > 0 move_to(ctx, 0, 155) set_source(ctx, workcolor) show_text(ctx, "Past Guesses: " * "-"^70) for (i, g) in enumerate(guesshistory), (j, c) in enumerate(tovec(g)[codelength+1:end]) x = j * 40 + (j > codelength ? 20 : 0) y = 150 + 40 * i set_source(ctx, c) circle(ctx, x, y, 20) fill(ctx) end end Gtk.showall(win) end   function submitguess!(w) if length(currentguess) == length(code) g = Guess(code, currentguess) push!(guesshistory, g) empty!(currentguess) guessesused += 1 draw(can) if all(i -> g.code[i] == g.guess[i], 1:length(code)) saywon!() elseif guessesused > maxguesses outofguesses!() end end end signal_connect(submitguess!, tryguess, :clicked)   function undolast!(w) if length(currentguess) > 0 pop!(currentguess) draw(can) end end signal_connect(undolast!, eraselast, :clicked)   newgame!(win) Gtk.showall(win)   condition = Condition() endit(w) = notify(condition) signal_connect(endit, win, :destroy) showall(win) wait(condition) end   mastermindapp()  
http://rosettacode.org/wiki/Mastermind
Mastermind
Create a simple version of the board game:   Mastermind. It must be possible to:   choose the number of colors will be used in the game (2 - 20)   choose the color code length (4 - 10)   choose the maximum number of guesses the player has (7 - 20)   choose whether or not colors may be repeated in the code The (computer program) game should display all the player guesses and the results of that guess. Display (just an idea): Feature Graphic Version Text Version Player guess Colored circles Alphabet letters Correct color & position Black circle X Correct color White circle O None Gray circle - A text version example:       1.   ADEF   -   XXO- Translates to: the first guess; the four colors (ADEF); result: two correct colors and spot, one correct color/wrong spot, one color isn't in the code. Happy coding! Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number   Guess the number/With Feedback
#Kotlin
Kotlin
// version 1.2.51   import java.util.Random   val rand = Random()   class Mastermind { private val codeLen: Int private val colorsCnt: Int private var guessCnt = 0 private val repeatClr: Boolean   private val colors: String private var combo = ""   private val guesses = mutableListOf<CharArray>() private val results = mutableListOf<CharArray>()   constructor(codeLen: Int, colorsCnt: Int, guessCnt: Int, repeatClr: Boolean) { val color = "ABCDEFGHIJKLMNOPQRST" this.codeLen = codeLen.coerceIn(4, 10) var cl = colorsCnt if (!repeatClr && cl < this.codeLen) cl = this.codeLen this.colorsCnt = cl.coerceIn(2, 20) this.guessCnt = guessCnt.coerceIn(7, 20) this.repeatClr = repeatClr this.colors = color.take(this.colorsCnt) }   fun play() { var win = false combo = getCombo() while (guessCnt != 0) { showBoard() if (checkInput(getInput())) { win = true break } guessCnt-- } println("\n\n--------------------------------") if (win) { println("Very well done!\nYou found the code: $combo") } else { println("I am sorry, you couldn't make it!\nThe code was: $combo") } println("--------------------------------\n") }   private fun showBoard() { for (x in 0 until guesses.size) { println("\n--------------------------------") print("${x + 1}: ") for (y in guesses[x]) print("$y ") print(" : ") for (y in results[x]) print("$y ") val z = codeLen - results[x].size if (z > 0) print("- ".repeat(z)) } println("\n") }   private fun getInput(): String { while (true) { print("Enter your guess ($colors): ") val a = readLine()!!.toUpperCase().take(codeLen) if (a.all { it in colors } ) return a } }   private fun checkInput(a: String): Boolean { guesses.add(a.toCharArray()) var black = 0 var white = 0 val gmatch = BooleanArray(codeLen) val cmatch = BooleanArray(codeLen) for (i in 0 until codeLen) { if (a[i] == combo[i]) { gmatch[i] = true cmatch[i] = true black++ } } for (i in 0 until codeLen) { if (gmatch[i]) continue for (j in 0 until codeLen) { if (i == j || cmatch[j]) continue if (a[i] == combo[j]) { cmatch[j] = true white++ break } } } val r = mutableListOf<Char>() r.addAll("X".repeat(black).toList()) r.addAll("O".repeat(white).toList()) results.add(r.toCharArray()) return black == codeLen }   private fun getCombo(): String { val c = StringBuilder() val clr = StringBuilder(colors) for (s in 0 until codeLen) { val z = rand.nextInt(clr.length) c.append(clr[z]) if (!repeatClr) clr.deleteCharAt(z) } return c.toString() } }   fun main(args: Array<String>) { val m = Mastermind(4, 8, 12, false) m.play() }
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#Nim
Nim
import sequtils   type Optimizer = object dims: seq[int] m: seq[seq[Natural]] s: seq[seq[Natural]]     proc initOptimizer(dims: openArray[int]): Optimizer = ## Create an optimizer for the given dimensions. Optimizer(dims: @dims)   proc findMatrixChainOrder(opt: var Optimizer) = ## Find the best order for matrix chain multiplication.   let n = opt.dims.high opt.m = newSeqWith(n, newSeq[Natural](n)) opt.s = newSeqWith(n, newSeq[Natural](n))   for lg in 1..<n: for i in 0..<(n - lg): let j = i + lg opt.m[i][j] = Natural.high for k in i..<j: let cost = opt.m[i][k] + opt.m[k+1][j] + opt.dims[i] * opt.dims[k+1] * opt.dims[j+1] if cost < opt.m[i][j]: opt.m[i][j] = cost opt.s[i][j] = k     proc optimalChainOrder(opt: Optimizer; i, j: Natural): string = ## Return the optimal chain order as a string. if i == j: result.add chr(i + ord('A')) else: result.add '(' result.add opt.optimalChainOrder(i, opt.s[i][j]) result.add opt.optimalChainOrder(opt.s[i][j] + 1, j) result.add ')'     when isMainModule:   const Dims1 = @[5, 6, 3, 1] Dims2 = @[1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] Dims3 = @[1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10]   for dims in [Dims1, Dims2, Dims3]: var opt = initOptimizer(dims) opt.findMatrixChainOrder() echo "Dims: ", dims echo "Order: ", opt.optimalChainOrder(0, dims.len - 2) echo "Cost: ", opt.m[0][dims.len - 2] echo ""
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#Perl
Perl
use strict; use feature 'say';   sub matrix_mult_chaining { my(@dimensions) = @_; my(@cp,@path);   # a matrix never needs to be multiplied with itself, so it has cost 0 $cp[$_][$_] = 0 for keys @dimensions;   my $n = $#dimensions; for my $chain_length (1..$n) { for my $start (0 .. $n - $chain_length - 1) { my $end = $start + $chain_length; $cp[$end][$start] = 10e10; for my $step ($start .. $end - 1) { my $new_cost = $cp[$step][$start] + $cp[$end][$step + 1] + $dimensions[$start] * $dimensions[$step+1] * $dimensions[$end+1]; if ($new_cost < $cp[$end][$start]) { $cp[$end][$start] = $new_cost; # cost $cp[$start][$end] = $step; # path } } } }   $cp[$n-1][0] . ' ' . find_path(0, $n-1, @cp); }   sub find_path { my($start,$end,@cp) = @_; my $result;   if ($start == $end) { $result .= 'A' . ($start + 1); } else { $result .= '(' . find_path($start, $cp[$start][$end], @cp) . find_path($cp[$start][$end] + 1, $end, @cp) . ')'; } return $result; }   say matrix_mult_chaining(<1 5 25 30 100 70 2 1 100 250 1 1000 2>); say matrix_mult_chaining(<1000 1 500 12 1 700 2500 3 2 5 14 10>);
http://rosettacode.org/wiki/Maze_solving
Maze solving
Task For a maze generated by this task, write a function that finds (and displays) the shortest path between two cells. Note that because these mazes are generated by the Depth-first search algorithm, they contain no circular paths, and a simple depth-first tree search can be used.
#Nim
Nim
import random, strutils   type   Direction {.pure.} = enum None, Up, Left, Down, Right   Maze = object cells: seq[string] hwalls: seq[string] vwalls: seq[string]     #################################################################################################### # Maze creation.   func initMaze(rows, cols: Positive): Maze = ## Initialize a maze description. var h = repeat('-', cols) var v = repeat("|", cols) for i in 0..<rows: result.cells.add newString(cols) result.hwalls.add h result.vwalls.add v     proc gen(maze: var Maze; r, c: Natural) = ## Generate a maze starting from point (r, c).   maze.cells[r][c] = ' ' var dirs = [Up, Left, Down, Right] dirs.shuffle() for dir in dirs: case dir of None: discard of Up: if r > 0 and maze.cells[r-1][c] == '\0': maze.hwalls[r][c] = chr(0) maze.gen(r-1, c) of Left: if c > 0 and maze.cells[r][c-1] == '\0': maze.vwalls[r][c] = chr(0) maze.gen(r, c-1) of Down: if r < maze.cells.high and maze.cells[r+1][c] == '\0': maze.hwalls[r+1][c] = chr(0) maze.gen(r+1, c) of Right: if c < maze.cells[0].high and maze.cells[r][c+1] == '\0': maze.vwalls[r][c+1] = chr(0) maze.gen(r, c+1)     proc gen(maze: var Maze) = ## Generate a maze, choosing a random starting point. maze.gen(rand(maze.cells.high), rand(maze.cells[0].high))     #################################################################################################### # Maze solving.   proc solve(maze: var Maze; ra, ca, rz, cz: Natural) = ## Solve a maze by finding the path from point (ra, ca) to point (rz, cz).   proc rsolve(maze: var Maze; r, c: Natural; dir: Direction): bool {.discardable.} = ## Recursive solver.   if r == rz and c == cz: maze.cells[r][c] = 'F' return true   if dir != Down and maze.hwalls[r][c] == '\0': if maze.rSolve(r-1, c, Up): maze.cells[r][c] = '^' maze.hwalls[r][c] = '^' return true   if dir != Up and r < maze.hwalls.high and maze.hwalls[r+1][c] == '\0': if maze.rSolve(r+1, c, Down): maze.cells[r][c] = 'v' maze.hwalls[r+1][c] = 'v' return true   if dir != Left and c < maze.vwalls[0].high and maze.vwalls[r][c+1] == '\0': if maze.rSolve(r, c+1, Right): maze.cells[r][c] = '>' maze.vwalls[r][c+1] = '>' return true   if dir != Right and maze.vwalls[r][c] == '\0': if maze.rSolve(r, c-1, Left): maze.cells[r][c] = '<' maze.vwalls[r][c] = '<' return true     maze.rsolve(ra, ca, None) maze.cells[ra][ca] = 'S'     #################################################################################################### # Maze display.   func `$`(maze: Maze): string = ## Return the string representation fo a maze.   const HWall = "+---" HOpen = "+ " VWall = "| " VOpen = " " RightCorner = "+\n" RightWall = "|\n"   for r, hw in maze.hwalls:   for h in hw: if h == '-' or r == 0: result.add HWall else: result.add HOpen if h notin {'-', '\0'}: result[^2] = h result.add RightCorner   for c, vw in maze.vwalls[r]: if vw == '|' or c == 0: result.add VWall else: result.add VOpen if vw notin {'|', '\0'}: result[^4] = vw if maze.cells[r][c] != '\0': result[^2] = maze.cells[r][c] result.add RightWall   for _ in 1..maze.hwalls[0].len: result.add HWall result.add RightCorner     #———————————————————————————————————————————————————————————————————————————————————————————————————   when isMainModule:   const Width = 8 Height = 8   randomize() var maze = initMaze(Width, Height) maze.gen() var ra, rz = rand(Width - 1) var ca, cz = rand(Height - 1) while rz == ra and cz == ca: # Make sur starting and ending points are different. rz = rand(Width - 1) cz = rand(Height - 1) maze.solve(ra, ca , rz, cz) echo maze
http://rosettacode.org/wiki/Maximum_triangle_path_sum
Maximum triangle path sum
Starting from the top of a pyramid of numbers like this, you can walk down going one step on the right or on the left, until you reach the bottom row: 55 94 48 95 30 96 77 71 26 67 One of such walks is 55 - 94 - 30 - 26. You can compute the total of the numbers you have seen in such walk, in this case it's 205. Your problem is to find the maximum total among all possible paths from the top to the bottom row of the triangle. In the little example above it's 321. Task Find the maximum total in the triangle below: 55 94 48 95 30 96 77 71 26 67 97 13 76 38 45 07 36 79 16 37 68 48 07 09 18 70 26 06 18 72 79 46 59 79 29 90 20 76 87 11 32 07 07 49 18 27 83 58 35 71 11 25 57 29 85 14 64 36 96 27 11 58 56 92 18 55 02 90 03 60 48 49 41 46 33 36 47 23 92 50 48 02 36 59 42 79 72 20 82 77 42 56 78 38 80 39 75 02 71 66 66 01 03 55 72 44 25 67 84 71 67 11 61 40 57 58 89 40 56 36 85 32 25 85 57 48 84 35 47 62 17 01 01 99 89 52 06 71 28 75 94 48 37 10 23 51 06 48 53 18 74 98 15 27 02 92 23 08 71 76 84 15 52 92 63 81 10 44 10 69 93 Such numbers can be included in the solution code, or read from a "triangle.txt" file. This task is derived from the Euler Problem #18.
#Java
Java
import java.nio.file.*; import static java.util.Arrays.stream;   public class MaxPathSum {   public static void main(String[] args) throws Exception { int[][] data = Files.lines(Paths.get("triangle.txt")) .map(s -> stream(s.trim().split("\\s+")) .mapToInt(Integer::parseInt) .toArray()) .toArray(int[][]::new);   for (int r = data.length - 1; r > 0; r--) for (int c = 0; c < data[r].length - 1; c++) data[r - 1][c] += Math.max(data[r][c], data[r][c + 1]);   System.out.println(data[0][0]); } }
http://rosettacode.org/wiki/MD4
MD4
Find the MD4 message digest of a string of octets. Use the ASCII encoded string “Rosetta Code” (without quotes). You may either call an MD4 library, or implement MD4 in your language. MD4 is an obsolete hash function that computes a 128-bit message digest that sometimes appears in obsolete protocols. RFC 1320 specifies the MD4 algorithm. RFC 6150 declares that MD4 is obsolete.
#Ruby
Ruby
require 'openssl' puts OpenSSL::Digest::MD4.hexdigest('Rosetta Code')
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.
#XPL0
XPL0
include c:\cxpl\stdlib;   func Mid3Digits(I); \Return the middle three digits of I int I; int Len, Mid; char S(10); [ItoA(abs(I), S); Len:= StrLen(S); if Len<3 or (Len&1)=0 then return "Must be 3, 5, 7 or 9 digits"; Mid:= Len/2; S:= S + Mid - 1; S(2):= S(2) ! $80; \terminate string return S; \WARNING: very temporary ];   int Passing, Failing, X; [Passing:= [123, 12345, 1234567, 987654321, 10001, -10001, -123, -100, 100, -12345]; Failing:= [1, 2, -1, -10, 2002, -2002, 0]; \WARNING: nasty trick for X:= 0 to 16 do [Text(0, "Middle three digits of "); IntOut(0, Passing(X)); Text(0, " returned: "); Text(0, Mid3Digits(Passing(X))); CrLf(0); ]; ]
http://rosettacode.org/wiki/MD5
MD5
Task Encode a string using an MD5 algorithm.   The algorithm can be found on   Wikipedia. Optionally, validate your implementation by running all of the test values in   IETF RFC (1321)   for MD5. Additionally,   RFC 1321   provides more precise information on the algorithm than the Wikipedia article. Warning:   MD5 has known weaknesses, including collisions and forged signatures.   Users may consider a stronger alternative when doing production-grade cryptography, such as SHA-256 (from the SHA-2 family), or the upcoming SHA-3. If the solution on this page is a library solution, see   MD5/Implementation   for an implementation from scratch.
#Factor
Factor
USING: kernel strings io checksums checksums.md5 ; "The quick brown fox jumps over the lazy dog" md5 checksum-bytes hex-string print
http://rosettacode.org/wiki/McNuggets_problem
McNuggets problem
Wikipedia The McNuggets version of the coin problem was introduced by Henri Picciotto, who included it in his algebra textbook co-authored with Anita Wah. Picciotto thought of the application in the 1980s while dining with his son at McDonald's, working the problem out on a napkin. A McNugget number is the total number of McDonald's Chicken McNuggets in any number of boxes. In the United Kingdom, the original boxes (prior to the introduction of the Happy Meal-sized nugget boxes) were of 6, 9, and 20 nuggets. Task Calculate (from 0 up to a limit of 100) the largest non-McNuggets number (a number n which cannot be expressed with 6x + 9y + 20z = n where x, y and z are natural numbers).
#Racket
Racket
#lang racket (apply max (set->list (for*/fold ((s (list->set (range 1 101)))) ((x (in-range 0 101 20)) (y (in-range x 101 9)) (n (in-range y 101 6))) (set-remove s n))))
http://rosettacode.org/wiki/McNuggets_problem
McNuggets problem
Wikipedia The McNuggets version of the coin problem was introduced by Henri Picciotto, who included it in his algebra textbook co-authored with Anita Wah. Picciotto thought of the application in the 1980s while dining with his son at McDonald's, working the problem out on a napkin. A McNugget number is the total number of McDonald's Chicken McNuggets in any number of boxes. In the United Kingdom, the original boxes (prior to the introduction of the Happy Meal-sized nugget boxes) were of 6, 9, and 20 nuggets. Task Calculate (from 0 up to a limit of 100) the largest non-McNuggets number (a number n which cannot be expressed with 6x + 9y + 20z = n where x, y and z are natural numbers).
#Raku
Raku
sub Mcnugget-number (*@counts) {   return '∞' if 1 < [gcd] @counts;   my $min = min @counts; my @meals; my @min;   for ^Inf -> $a { for 0..$a -> $b { for 0..$b -> $c { ($a, $b, $c).permutations.map: { @meals[ sum $_ Z* @counts ] = True } } } for @meals.grep: so *, :k { if @min.tail and @min.tail + 1 == $_ { @min.push: $_; last if $min == +@min } else { @min = $_; } } last if $min == +@min } @min[0] ?? @min[0] - 1 !! 0 }   for (6,9,20), (6,7,20), (1,3,20), (10,5,18), (5,17,44), (2,4,6), (3,6,15) -> $counts { put "Maximum non-Mcnugget number using {$counts.join: ', '} is: ", Mcnugget-number(|$counts) }
http://rosettacode.org/wiki/Mayan_numerals
Mayan numerals
Task Present numbers using the Mayan numbering system   (displaying the Mayan numerals in a cartouche). Mayan numbers Normally, Mayan numbers are written vertically   (top─to─bottom)   with the most significant numeral at the top   (in the sense that decimal numbers are written left─to─right with the most significant digit at the left).   This task will be using a left─to─right (horizontal) format,   mostly for familiarity and readability,   and to conserve screen space (when showing the output) on this task page. Mayan numerals Mayan numerals   (a base─20 "digit" or glyph)   are written in two orientations,   this task will be using the "vertical" format   (as displayed below).   Using the vertical format makes it much easier to draw/construct the Mayan numerals (glyphs) with simple dots (.) and hyphen (-);     (however, round bullets (•) and long dashes (─) make a better presentation on Rosetta Code). Furthermore, each Mayan numeral   (for this task)   is to be displayed as a cartouche   (enclosed in a box)   to make it easier to parse (read);   the box may be drawn with any suitable (ASCII or Unicode) characters that are presentable/visible in all web browsers. Mayan numerals added to Unicode Mayan numerals (glyphs) were added to the Unicode Standard in June of 2018   (this corresponds with version 11.0).   But since most web browsers don't support them at this time,   this Rosetta Code task will be constructing the glyphs with "simple" characters and/or ASCII art. The "zero" glyph The Mayan numbering system has the concept of   zero,   and should be shown by a glyph that represents an upside─down (sea) shell,   or an egg.   The Greek letter theta   (Θ)   can be used   (which more─or─less, looks like an egg).   A   commercial at   symbol   (@)   could make a poor substitute. Mayan glyphs (constructed) The Mayan numbering system is a   [vigesimal (base 20)]   positional numeral system. The Mayan numerals   (and some random numbers)   shown in the   vertical   format would be shown as ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙ ║ ║ ║ ║ 1──► ║ ║ 11──► ║────║ 21──► ║ ║ ║ ║ ∙ ║ ║────║ ║ ∙ ║ ∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙∙ ║ ║ ║ ║ 2──► ║ ║ 12──► ║────║ 22──► ║ ║ ║ ║ ∙∙ ║ ║────║ ║ ∙ ║ ∙∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙ ║ ║ ║ ║ 3──► ║ ║ 13──► ║────║ 40──► ║ ║ ║ ║∙∙∙ ║ ║────║ ║ ∙∙ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙∙║ ║ ║ ║ 4──► ║ ║ 14──► ║────║ 80──► ║ ║ ║ ║∙∙∙∙║ ║────║ ║∙∙∙∙║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 5──► ║ ║ 15──► ║────║ 90──► ║ ║────║ ║────║ ║────║ ║∙∙∙∙║────║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 6──► ║ ∙ ║ 16──► ║────║ 100──► ║ ║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 7──► ║ ∙∙ ║ 17──► ║────║ 200──► ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║∙∙∙ ║ ║ ║ ║ ║ ║ ║────║ 300──► ║────║ ║ 8──► ║∙∙∙ ║ 18──► ║────║ ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╦════╗ ║ ║ ║∙∙∙∙║ ║ ║ ║ ║ ║ ║ ║────║ 400──► ║ ║ ║ ║ 9──► ║∙∙∙∙║ 19──► ║────║ ║ ║ ║ ║ ║────║ ║────║ ║ ∙ ║ Θ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╩════╝ ╔════╗ ╔════╦════╗ ╔════╦════╦════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ 10──► ║────║ 20──► ║ ║ ║ 16,000──► ║ ║ ║ ║ ║ ║────║ ║ ∙ ║ Θ ║ ║ ∙∙ ║ Θ ║ Θ ║ Θ ║ ╚════╝ ╚════╩════╝ ╚════╩════╩════╩════╝ Note that the Mayan numeral   13   in   horizontal   format would be shown as: ╔════╗ ║ ││║ ║ ∙││║ 13──► ║ ∙││║ ◄─── this glyph form won't be used in this Rosetta Code task. ║ ∙││║ ╚════╝ Other forms of cartouches (boxes) can be used for this task. Task requirements   convert the following decimal numbers to Mayan numbers:       4,005       8,017   326,205   886,205   show a   unique   interesting/pretty/unusual/intriguing/odd/amusing/weird   Mayan number   show all output here Related tasks   Roman numerals/Encode   ─── convert numeric values into Roman numerals   Roman numerals/Decode   ─── convert Roman numerals into Arabic numbers See also   The Wikipedia entry:   [Mayan numerals]
#REXX
REXX
/*REXX program converts decimal numbers to the Mayan numbering system (with cartouches).*/ parse arg $ /*obtain optional arguments from the CL*/ if $='' then $= 4005 8017 326205 886205, /*Not specified? Then use the default.*/ 172037122592320200101 /*Morse code for MAYAN; egg is a blank.*/   do j=1 for words($) /*convert each of the numbers specified*/ #= word($, j) /*extract a number from (possible) list*/ say say center('converting the decimal number ' # " to a Mayan number:", 90, '─') say call $MAYAN # '(overlap)' /*invoke the $MAYAN (REXX) subroutine.*/ say end /*j*/ /*stick a fork in it, we're all done. */
http://rosettacode.org/wiki/Mayan_numerals
Mayan numerals
Task Present numbers using the Mayan numbering system   (displaying the Mayan numerals in a cartouche). Mayan numbers Normally, Mayan numbers are written vertically   (top─to─bottom)   with the most significant numeral at the top   (in the sense that decimal numbers are written left─to─right with the most significant digit at the left).   This task will be using a left─to─right (horizontal) format,   mostly for familiarity and readability,   and to conserve screen space (when showing the output) on this task page. Mayan numerals Mayan numerals   (a base─20 "digit" or glyph)   are written in two orientations,   this task will be using the "vertical" format   (as displayed below).   Using the vertical format makes it much easier to draw/construct the Mayan numerals (glyphs) with simple dots (.) and hyphen (-);     (however, round bullets (•) and long dashes (─) make a better presentation on Rosetta Code). Furthermore, each Mayan numeral   (for this task)   is to be displayed as a cartouche   (enclosed in a box)   to make it easier to parse (read);   the box may be drawn with any suitable (ASCII or Unicode) characters that are presentable/visible in all web browsers. Mayan numerals added to Unicode Mayan numerals (glyphs) were added to the Unicode Standard in June of 2018   (this corresponds with version 11.0).   But since most web browsers don't support them at this time,   this Rosetta Code task will be constructing the glyphs with "simple" characters and/or ASCII art. The "zero" glyph The Mayan numbering system has the concept of   zero,   and should be shown by a glyph that represents an upside─down (sea) shell,   or an egg.   The Greek letter theta   (Θ)   can be used   (which more─or─less, looks like an egg).   A   commercial at   symbol   (@)   could make a poor substitute. Mayan glyphs (constructed) The Mayan numbering system is a   [vigesimal (base 20)]   positional numeral system. The Mayan numerals   (and some random numbers)   shown in the   vertical   format would be shown as ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙ ║ ║ ║ ║ 1──► ║ ║ 11──► ║────║ 21──► ║ ║ ║ ║ ∙ ║ ║────║ ║ ∙ ║ ∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙∙ ║ ║ ║ ║ 2──► ║ ║ 12──► ║────║ 22──► ║ ║ ║ ║ ∙∙ ║ ║────║ ║ ∙ ║ ∙∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙ ║ ║ ║ ║ 3──► ║ ║ 13──► ║────║ 40──► ║ ║ ║ ║∙∙∙ ║ ║────║ ║ ∙∙ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙∙║ ║ ║ ║ 4──► ║ ║ 14──► ║────║ 80──► ║ ║ ║ ║∙∙∙∙║ ║────║ ║∙∙∙∙║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 5──► ║ ║ 15──► ║────║ 90──► ║ ║────║ ║────║ ║────║ ║∙∙∙∙║────║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 6──► ║ ∙ ║ 16──► ║────║ 100──► ║ ║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 7──► ║ ∙∙ ║ 17──► ║────║ 200──► ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║∙∙∙ ║ ║ ║ ║ ║ ║ ║────║ 300──► ║────║ ║ 8──► ║∙∙∙ ║ 18──► ║────║ ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╦════╗ ║ ║ ║∙∙∙∙║ ║ ║ ║ ║ ║ ║ ║────║ 400──► ║ ║ ║ ║ 9──► ║∙∙∙∙║ 19──► ║────║ ║ ║ ║ ║ ║────║ ║────║ ║ ∙ ║ Θ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╩════╝ ╔════╗ ╔════╦════╗ ╔════╦════╦════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ 10──► ║────║ 20──► ║ ║ ║ 16,000──► ║ ║ ║ ║ ║ ║────║ ║ ∙ ║ Θ ║ ║ ∙∙ ║ Θ ║ Θ ║ Θ ║ ╚════╝ ╚════╩════╝ ╚════╩════╩════╩════╝ Note that the Mayan numeral   13   in   horizontal   format would be shown as: ╔════╗ ║ ││║ ║ ∙││║ 13──► ║ ∙││║ ◄─── this glyph form won't be used in this Rosetta Code task. ║ ∙││║ ╚════╝ Other forms of cartouches (boxes) can be used for this task. Task requirements   convert the following decimal numbers to Mayan numbers:       4,005       8,017   326,205   886,205   show a   unique   interesting/pretty/unusual/intriguing/odd/amusing/weird   Mayan number   show all output here Related tasks   Roman numerals/Encode   ─── convert numeric values into Roman numerals   Roman numerals/Decode   ─── convert Roman numerals into Arabic numbers See also   The Wikipedia entry:   [Mayan numerals]
#Ruby
Ruby
numbers = ARGV.map(&:to_i) if numbers.length == 0 puts puts("usage: #{File.basename(__FILE__)} number...") exit end   def maya_print(number) digits5s1s = number.to_s(20).chars.map { |ch| ch.to_i(20) }.map { |dig| dig.divmod(5) } puts(('+----' * digits5s1s.length) + '+') 3.downto(0) do |row| digits5s1s.each do |d5s1s| if row < d5s1s[0] print('|----') elsif row == d5s1s[0] print("|#{[(d5s1s[0] == 0 ? ' @ ' : ' '), ' . ', ' .. ', '... ', '....'][d5s1s[1]]}") else print('| ') end end puts('|') end puts(('+----' * digits5s1s.length) + '+') end   numbers.each do |num| puts(num) maya_print(num) end
http://rosettacode.org/wiki/Matrix_multiplication
Matrix multiplication
Task Multiply two matrices together. They can be of any dimensions, so long as the number of columns of the first matrix is equal to the number of rows of the second matrix.
#Amazing_Hopper
Amazing Hopper
  #include <hopper.h> main: first matrix=0, second matrix=0,a=-1 {5,2},rand array(a),mulby(10),ceil, cpy(first matrix), puts,{"\n"},puts {2,3},rand array(a),mulby(10),ceil, cpy(second matrix), puts,{"\n"},puts {first matrix,second matrix},mat mul, println exit(0)  
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#Common_Lisp
Common Lisp
  (ensure-directories-exist "your/path/name")  
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#D
D
import std.stdio;   void main() { makeDir("parent/test"); }   /// Manual implementation of what mkdirRecurse in std.file does. void makeDir(string path) out { import std.exception : enforce; import std.file : exists; enforce(path.exists, "Failed to create the requested directory."); } body { import std.array : array; import std.file; import std.path : pathSplitter, chainPath;   auto workdir = ""; foreach (dir; path.pathSplitter) { workdir = chainPath(workdir, dir).array; if (workdir.exists) { if (!workdir.isDir) { import std.conv : text; throw new FileException(text("The file ", workdir, " in the path ", path, " is not a directory.")); } } else { workdir.mkdir(); } } }
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#Delphi
Delphi
  program Make_directory_path;   {$APPTYPE CONSOLE}   uses System.SysUtils, System.IOUtils;   const Path1 = '.\folder1\folder2\folder3'; // windows relative path (others OS formats are acepted) Path2 = 'folder4\folder5\folder6';   begin // "ForceDirectories" work with relative path if start with "./" if ForceDirectories(Path1) then Writeln('Created "', path1, '" sucessfull.');   // "TDirectory.CreateDirectory" work with any path format // but don't return sucess, requere "TDirectory.Exists" to check TDirectory.CreateDirectory(Path2); if TDirectory.Exists(Path2) then Writeln('Created "', path2, '" sucessfull.'); Readln; end.
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#ALGOL_68
ALGOL 68
PROC a = (INT in k, PROC INT xl, x2, x3, x4, x5) INT:( INT k := in k; PROC b = INT: a(k-:=1, b, xl, x2, x3, x4); ( k<=0 | x4 + x5 | b ) );   test:( printf(($gl$,a(10, INT:1, INT:-1, INT:-1, INT:1, INT:0))) )
http://rosettacode.org/wiki/Main_step_of_GOST_28147-89
Main step of GOST 28147-89
GOST 28147-89 is a standard symmetric encryption based on a Feistel network. The structure of the algorithm consists of three levels:   encryption modes - simple replacement, application range, imposing a range of feedback and authentication code generation;   cycles - 32-З, 32-Р and 16-З, is a repetition of the main step;   main step, a function that takes a 64-bit block of text and one of the eight 32-bit encryption key elements, and uses the replacement table (8x16 matrix of 4-bit values), and returns encrypted block. Task Implement the main step of this encryption algorithm.
#C.2B.2B
C++
UINT_64 TGost::SWAP32(UINT_32 N1, UINT_32 N2) { UINT_64 N; N = N1; N = (N<<32)|N2; return UINT_64(N); }   UINT_32 TGost::ReplaceBlock(UINT_32 x) { register i; UINT_32 res = 0UL; for(i=7;i>=0;i--) { ui4_0 = x>>(i*4); ui4_0 = BS[ui4_0][i]; res = (res<<4)|ui4_0; } return res; }   UINT_64 TGost::MainStep(UINT_64 N,UINT_32 X) { UINT_32 N1,N2,S=0UL; N1=UINT_32(N); N2=N>>32; S = N1 + X % 0x4000000000000; S = ReplaceBlock(S); S = (S<<11)|(S>>21); S ^= N2; N2 = N1; N1 = S; return SWAP32(N2,N1); }
http://rosettacode.org/wiki/Main_step_of_GOST_28147-89
Main step of GOST 28147-89
GOST 28147-89 is a standard symmetric encryption based on a Feistel network. The structure of the algorithm consists of three levels:   encryption modes - simple replacement, application range, imposing a range of feedback and authentication code generation;   cycles - 32-З, 32-Р and 16-З, is a repetition of the main step;   main step, a function that takes a 64-bit block of text and one of the eight 32-bit encryption key elements, and uses the replacement table (8x16 matrix of 4-bit values), and returns encrypted block. Task Implement the main step of this encryption algorithm.
#D
D
import std.stdio, std.range, std.algorithm;   /// Rotate uint left. uint rol(in uint x, in uint nBits) @safe pure nothrow @nogc { return (x << nBits) | (x >> (32 - nBits)); }   alias Nibble = ubyte; // 4 bits used. alias SBox = immutable Nibble[16][8];   private bool _validateSBox(in SBox data) @safe pure nothrow @nogc { foreach (const ref row; data) foreach (ub; row) if (ub >= 16) // Verify it's a nibble. return false; return true; }   struct GOST(s...) if (s.length == 1 && s[0]._validateSBox) { private static generate(ubyte k)() @safe pure nothrow { return k87.length.iota .map!(i=> (s[0][k][i >> 4] << 4) | s[0][k - 1][i & 0xF]) .array; }   private uint[2] buffer; private static immutable ubyte[256] k87 = generate!7, k65 = generate!5, k43 = generate!3, k21 = generate!1;   // Endianess problems? private static uint f(in uint x) pure nothrow @nogc @safe { immutable uint y = (k87[(x >> 24) & 0xFF] << 24) | (k65[(x >> 16) & 0xFF] << 16) | (k43[(x >> 8) & 0xFF] << 8) | k21[ x & 0xFF]; return rol(y, 11); }   // This performs only a step of the encoding. public void mainStep(in uint[2] input, in uint key) pure nothrow @nogc @safe { buffer[0] = f(key + input[0]) ^ input[1]; buffer[1] = input[0]; } }   void main() { // S-boxes used by the Central Bank of Russian Federation: // http://en.wikipedia.org/wiki/GOST_28147-89 // (This is a matrix of nibbles). enum SBox cbrf = [ [ 4, 10, 9, 2, 13, 8, 0, 14, 6, 11, 1, 12, 7, 15, 5, 3], [14, 11, 4, 12, 6, 13, 15, 10, 2, 3, 8, 1, 0, 7, 5, 9], [ 5, 8, 1, 13, 10, 3, 4, 2, 14, 15, 12, 7, 6, 0, 9, 11], [ 7, 13, 10, 1, 0, 8, 9, 15, 14, 4, 6, 12, 11, 2, 5, 3], [ 6, 12, 7, 1, 5, 15, 13, 8, 4, 10, 9, 14, 0, 3, 11, 2], [ 4, 11, 10, 0, 7, 2, 1, 13, 3, 6, 8, 5, 9, 12, 15, 14], [13, 11, 4, 1, 3, 15, 5, 9, 0, 10, 14, 7, 6, 8, 2, 12], [ 1, 15, 13, 0, 5, 7, 10, 4, 9, 2, 3, 14, 6, 11, 8, 12]];   GOST!cbrf g;   // Example from the talk page (bytes swapped for endianess): immutable uint[2] input = [0x_04_3B_04_21, 0x_04_32_04_30]; immutable uint key = 0x_E2_C1_04_F9;   g.mainStep(input, key); writefln("%(%08X %)", g.buffer); }
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#C
C
#include <stdio.h> #include <string.h>   typedef int bool; typedef unsigned long long ull;   #define TRUE 1 #define FALSE 0   /* OK for 'small' numbers. */ bool is_prime(ull n) { ull d; if (n < 2) return FALSE; if (!(n % 2)) return n == 2; if (!(n % 3)) return n == 3; d = 5; while (d * d <= n) { if (!(n % d)) return FALSE; d += 2; if (!(n % d)) return FALSE; d += 4; } return TRUE; }   void ord(char *res, int n) { char suffix[3]; int m = n % 100; if (m >= 4 && m <= 20) { sprintf(res,"%dth", n); return; } switch(m % 10) { case 1: strcpy(suffix, "st"); break; case 2: strcpy(suffix, "nd"); break; case 3: strcpy(suffix, "rd"); break; default: strcpy(suffix, "th"); break; } sprintf(res, "%d%s", n, suffix); }   bool is_magnanimous(ull n) { ull p, q, r; if (n < 10) return TRUE; for (p = 10; ; p *= 10) { q = n / p; r = n % p; if (!is_prime(q + r)) return FALSE; if (q < 10) break; } return TRUE; }   void list_mags(int from, int thru, int digs, int per_line) { ull i = 0; int c = 0; char res1[13], res2[13]; if (from < 2) { printf("\nFirst %d magnanimous numbers:\n", thru); } else { ord(res1, from); ord(res2, thru); printf("\n%s through %s magnanimous numbers:\n", res1, res2); } for ( ; c < thru; ++i) { if (is_magnanimous(i)) { if (++c >= from) { printf("%*llu ", digs, i); if (!(c % per_line)) printf("\n"); } } } }   int main() { list_mags(1, 45, 3, 15); list_mags(241, 250, 1, 10); list_mags(391, 400, 1, 10); return 0; }
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#Agda
Agda
module Matrix where   open import Data.Nat open import Data.Vec   Matrix : (A : Set) → ℕ → ℕ → Set Matrix A m n = Vec (Vec A m) n   transpose : ∀ {A m n} → Matrix A m n → Matrix A n m transpose [] = replicate [] transpose (xs ∷ xss) = zipWith _∷_ xs (transpose xss)   a = (1 ∷ 2 ∷ 3 ∷ []) ∷ (4 ∷ 5 ∷ 6 ∷ []) ∷ [] b = transpose a
http://rosettacode.org/wiki/Maze_generation
Maze generation
This page uses content from Wikipedia. The original article was at Maze generation algorithm. 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) Task Generate and show a maze, using the simple Depth-first search algorithm. Start at a random cell. Mark the current cell as visited, and get a list of its neighbors. For each neighbor, starting with a randomly selected neighbor: If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell. Related tasks Maze solving.
#C.23
C#
using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Drawing;   namespace MazeGeneration { public static class Extensions { public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source, Random rng) { var e = source.ToArray(); for (var i = e.Length - 1; i >= 0; i--) { var swapIndex = rng.Next(i + 1); yield return e[swapIndex]; e[swapIndex] = e[i]; } }   public static CellState OppositeWall(this CellState orig) { return (CellState)(((int) orig >> 2) | ((int) orig << 2)) & CellState.Initial; }   public static bool HasFlag(this CellState cs,CellState flag) { return ((int)cs & (int)flag) != 0; } }   [Flags] public enum CellState { Top = 1, Right = 2, Bottom = 4, Left = 8, Visited = 128, Initial = Top | Right | Bottom | Left, }   public struct RemoveWallAction { public Point Neighbour; public CellState Wall; }   public class Maze { private readonly CellState[,] _cells; private readonly int _width; private readonly int _height; private readonly Random _rng;   public Maze(int width, int height) { _width = width; _height = height; _cells = new CellState[width, height]; for(var x=0; x<width; x++) for(var y=0; y<height; y++) _cells[x, y] = CellState.Initial; _rng = new Random(); VisitCell(_rng.Next(width), _rng.Next(height)); }   public CellState this[int x, int y] { get { return _cells[x,y]; } set { _cells[x,y] = value; } }   public IEnumerable<RemoveWallAction> GetNeighbours(Point p) { if (p.X > 0) yield return new RemoveWallAction {Neighbour = new Point(p.X - 1, p.Y), Wall = CellState.Left}; if (p.Y > 0) yield return new RemoveWallAction {Neighbour = new Point(p.X, p.Y - 1), Wall = CellState.Top}; if (p.X < _width-1) yield return new RemoveWallAction {Neighbour = new Point(p.X + 1, p.Y), Wall = CellState.Right}; if (p.Y < _height-1) yield return new RemoveWallAction {Neighbour = new Point(p.X, p.Y + 1), Wall = CellState.Bottom}; }   public void VisitCell(int x, int y) { this[x,y] |= CellState.Visited; foreach (var p in GetNeighbours(new Point(x, y)).Shuffle(_rng).Where(z => !(this[z.Neighbour.X, z.Neighbour.Y].HasFlag(CellState.Visited)))) { this[x, y] -= p.Wall; this[p.Neighbour.X, p.Neighbour.Y] -= p.Wall.OppositeWall(); VisitCell(p.Neighbour.X, p.Neighbour.Y); } }   public void Display() { var firstLine = string.Empty; for (var y = 0; y < _height; y++) { var sbTop = new StringBuilder(); var sbMid = new StringBuilder(); for (var x = 0; x < _width; x++) { sbTop.Append(this[x, y].HasFlag(CellState.Top) ? "+--" : "+ "); sbMid.Append(this[x, y].HasFlag(CellState.Left) ? "| " : " "); } if (firstLine == string.Empty) firstLine = sbTop.ToString(); Debug.WriteLine(sbTop + "+"); Debug.WriteLine(sbMid + "|"); Debug.WriteLine(sbMid + "|"); } Debug.WriteLine(firstLine); } }   class Program { static void Main(string[] args) { var maze = new Maze(20, 20); maze.Display(); } } }  
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#Haskell
Haskell
import Data.List (transpose)   (<+>) :: Num a => [a] -> [a] -> [a] (<+>) = zipWith (+)   (<*>) :: Num a => [a] -> [a] -> a (<*>) = (sum .) . zipWith (*)   newtype Mat a = Mat [[a]] deriving (Eq, Show)   instance Num a => Num (Mat a) where negate (Mat x) = Mat $ map (map negate) x Mat x + Mat y = Mat $ zipWith (<+>) x y Mat x * Mat y = Mat [ [ xs Main.<*> ys -- Main prefix to distinguish fron applicative operator | ys <- transpose y ] | xs <- x ] abs = undefined fromInteger _ = undefined -- don't know dimension of the desired matrix signum = undefined   -- TEST ---------------------------------------------------------------------- main :: IO () main = print $ Mat [[1, 2], [0, 1]] ^ 4
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#AWK
AWK
  # syntax: GAWK -f MAP_RANGE.AWK BEGIN { a1 = 0 a2 = 10 b1 = -1 b2 = 0 for (i=a1; i<=a2; i++) { printf("%g maps to %g\n",i,map_range(a1,a2,b1,b2,i)) } exit(0) } function map_range(a1,a2,b1,b2,num) { return b1 + ((num-a1) * (b2-b1) / (a2-a1)) }  
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#Axiom
Axiom
)abbrev package TESTP TestPackage TestPackage(R:Field) : with mapRange: (Segment(R), Segment(R)) -> (R->R) == add mapRange(fromRange, toRange) == (a1,a2,b1,b2) := (lo fromRange,hi fromRange,lo toRange,hi toRange) (x:R):R +-> b1+(x-a1)*(b2-b1)/(a2-a1)
http://rosettacode.org/wiki/Matrix_digital_rain
Matrix digital rain
Implement the Matrix Digital Rain visual effect from the movie "The Matrix" as described in Wikipedia. Provided is a reference implementation in Common Lisp to be run in a terminal.
#Nim
Nim
import os, random, sequtils import ncurses   const RowDelay = 40 # In milliseconds.   proc exit() {.noconv.} = endwin() quit QuitSuccess   proc run() =   const Chars = "0123456789" # Characters to randomly appear in the rain sequence.   let stdscr = initscr() noEcho() cursSet(0) startColor() initPair(1, COLOR_GREEN, COLOR_BLACK) attron(COLOR_PAIR(1).cint)   var width, height: cint stdscr.getmaxyx(height, width) let maxX = width - 1 let maxY = height - 1   # Create arrays of columns based on screen width.   # Array containing the current row of each column. # Set top row as current row for all columns. var columnsRow = repeat(cint -1, width)   # Array containing the active status of each column. # A column draws characters on a row when active. var columnsActive = newSeq[bool](width)     setControlCHook(exit) while true:   for i in 0..maxX: if columnsRow[i] == -1: # If a column is at the top row, pick a random starting row and active status. columnsRow[i] = cint(rand(maxY)) columnsActive[i] = bool(rand(1))   # Loop through columns and draw characters on rows. for i in 0..maxX: if columnsActive[i]: # Draw a random character at this column's current row. let charIndex = rand(Chars.high) mvprintw(columnsRow[i], i, "%c", Chars[charIndex]) else: # Draw an empty character if the column is inactive. mvprintw(columnsRow[i], i, " ")   inc columnsRow[i] # When a column reaches the bottom row, reset to top. if columnsRow[i] > maxY: columnsRow[i] = -1   # Randomly alternate the column's active status. if rand(999) == 0: columnsActive[i] = not columnsActive[i]   sleep(RowDelay) refresh()   run()
http://rosettacode.org/wiki/Mastermind
Mastermind
Create a simple version of the board game:   Mastermind. It must be possible to:   choose the number of colors will be used in the game (2 - 20)   choose the color code length (4 - 10)   choose the maximum number of guesses the player has (7 - 20)   choose whether or not colors may be repeated in the code The (computer program) game should display all the player guesses and the results of that guess. Display (just an idea): Feature Graphic Version Text Version Player guess Colored circles Alphabet letters Correct color & position Black circle X Correct color White circle O None Gray circle - A text version example:       1.   ADEF   -   XXO- Translates to: the first guess; the four colors (ADEF); result: two correct colors and spot, one correct color/wrong spot, one color isn't in the code. Happy coding! Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number   Guess the number/With Feedback
#Lua
Lua
  math.randomseed( os.time() ) local black, white, none, code = "X", "O", "-" local colors, codeLen, maxGuess, rept, alpha, opt = 6, 4, 10, false, "ABCDEFGHIJKLMNOPQRST", "" local guesses, results function createCode() code = "" local dic, a = "" for i = 1, colors do dic = dic .. alpha:sub( i, i ) end for i = 1, codeLen do a = math.floor( math.random( 1, #dic ) ) code = code .. dic:sub( a, a ) if not rept then dic = dic:sub(1, a - 1 ) .. dic:sub( a + 1, #dic ) end end end function checkInput( inp ) table.insert( guesses, inp ) local b, w, fnd, str = 0, 0, {}, "" for bl = 1, codeLen do if inp:sub( bl, bl ) == code:sub( bl, bl ) then b = b + 1; fnd[bl] = true else for wh = 1, codeLen do if nil == fnd[bl] and wh ~= bl and inp:sub( wh, wh ) == code:sub( bl, bl ) then w = w + 1; fnd[bl] = true end end end end for i = 1, b do str = str .. string.format( "%s ", black ) end for i = 1, w do str = str .. string.format( "%s ", white ) end for i = 1, 2 * codeLen - #str, 2 do str = str .. string.format( "%s ", none ) end table.insert( results, str ) return b == codeLen end function play() local err, win, r = true, false; for j = 1, colors do opt = opt .. alpha:sub( j, j ) end while( true ) do createCode(); guesses, results = {}, {} for i = 1, maxGuess do err = true; while( err ) do io.write( string.format( "\n-------------------------------\nYour guess (%s)?", opt ) ) inp = io.read():upper(); if #inp == codeLen then err = false; for k = 1, #inp do if( nil == opt:find( inp:sub( k, k ) ) ) then err = true; break; end end end end if( checkInput( inp ) ) then win = true; break else for l = 1, #guesses do print( string.format( "%.2d: %s : %s", l, guesses[l], results[l] ) ) end end end if win then print( "\nWell done!" ) else print( string.format( "\nSorry, you did not crack the code --> %s!", code ) ) end io.write( "Play again( Y/N )? " ); r = io.read() if r ~= "Y" and r ~= "y" then break end end end --[[ entry point ]]--- if arg[1] ~= nil and tonumber( arg[1] ) > 1 and tonumber( arg[1] ) < 21 then colors = tonumber( arg[1] ) end if arg[2] ~= nil and tonumber( arg[2] ) > 3 and tonumber( arg[2] ) < 11 then codeLen = tonumber( arg[2] ) end if arg[3] ~= nil and tonumber( arg[3] ) > 6 and tonumber( arg[3] ) < 21 then maxGuess = tonumber( arg[3] ) end if arg[4] ~= nil and arg[4] == "true" or arg[4] == "false" then rept = ( arg[4] == "true" ) end play()  
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#Phix
Phix
with javascript_semantics function optimal_chain_order(int i, int j, sequence s) if i==j then return i+'A'-1 end if return "("&optimal_chain_order(i,s[i,j],s) &optimal_chain_order(s[i,j]+1,j,s)&")" end function function optimal_matrix_chain_order(sequence dims) integer n = length(dims)-1 sequence m = repeat(repeat(0,n),n), s = deep_copy(m) for len=2 to n do for i=1 to n-len+1 do integer j = i+len-1 m[i][j] = -1 for k=i to j-1 do atom cost := m[i][k] + m[k+1][j] + dims[i]*dims[k+1]*dims[j+1] if m[i][j]<0 or cost<m[i][j] then m[i][j] = cost; s[i][j] = k; end if end for end for end for return {optimal_chain_order(1,n,s),m[1,n]} end function constant tests = {{5, 6, 3, 1}, {1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2}, {1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10}} for i=1 to length(tests) do sequence ti = tests[i] printf(1,"Dims  : %s\n",{sprint(ti)}) printf(1,"Order : %s\nCost  : %d\n",optimal_matrix_chain_order(ti)) end for
http://rosettacode.org/wiki/Maze_solving
Maze solving
Task For a maze generated by this task, write a function that finds (and displays) the shortest path between two cells. Note that because these mazes are generated by the Depth-first search algorithm, they contain no circular paths, and a simple depth-first tree search can be used.
#Perl
Perl
  #!perl use strict; use warnings;   my ($width, $height) = @ARGV; $_ ||= 10 for $width, $height;   my %visited;   my $h_barrier = "+" . ("--+" x $width) . "\n"; my $v_barrier = "|" . (" |" x $width) . "\n"; my @output = ($h_barrier, $v_barrier) x $height; push @output, $h_barrier; my @dx = qw(-1 1 0 0); my @dy = qw(0 0 -1 1);   sub visit { my ($x, $y) = @_; $visited{$x, $y} = 1; my $rand = int rand 4; for my $n ( $rand .. 3, 0 .. $rand-1 ) { my ($xx, $yy) = ($x + $dx[$n], $y + $dy[$n]); next if $visited{ $xx, $yy }; next if $xx < 0 or $xx >= $width; next if $yy < 0 or $yy >= $height;   my $row = $y * 2 + 1 + $dy[$n]; my $col = $x * 3 + 1 + $dx[$n]; substr( $output[$row], $col, 2, ' ' );   no warnings 'recursion'; visit( $xx, $yy ); } }   visit( int rand $width, int rand $height );   print "Here is the maze:\n"; print @output;   %visited = ();   my @d = ('>>', '<<', 'vv', '^^'); sub solve { my ($x, $y) = @_; return 1 if $x == 0 and $y == 0; $visited{ $x, $y } = 1; my $rand = int rand 4; for my $n ( $rand .. 3, 0 .. $rand-1 ) { my ($xx, $yy) = ($x + $dx[$n], $y + $dy[$n]); next if $visited{ $xx, $yy }; next if $xx < 0 or $xx >= $width; next if $yy < 0 or $yy >= $height;   my $row = $y * 2 + 1 + $dy[$n]; my $col = $x * 3 + 1 + $dx[$n];   my $b = substr( $output[$row], $col, 2 ); next if " " ne $b;   no warnings 'recursion'; next if not solve( $xx, $yy );   substr( $output[$row], $col, 2, $d[$n] ); substr( $output[$row-$dy[$n]], $col-$dx[$n], 2, $d[$n] ); return 1; } 0; }   if( solve( $width-1, $height-1 ) ) { print "Here is the solution:\n"; substr( $output[1], 1, 2, '**' ); print @output; } else { print "Could not solve!\n"; }  
http://rosettacode.org/wiki/Maximum_triangle_path_sum
Maximum triangle path sum
Starting from the top of a pyramid of numbers like this, you can walk down going one step on the right or on the left, until you reach the bottom row: 55 94 48 95 30 96 77 71 26 67 One of such walks is 55 - 94 - 30 - 26. You can compute the total of the numbers you have seen in such walk, in this case it's 205. Your problem is to find the maximum total among all possible paths from the top to the bottom row of the triangle. In the little example above it's 321. Task Find the maximum total in the triangle below: 55 94 48 95 30 96 77 71 26 67 97 13 76 38 45 07 36 79 16 37 68 48 07 09 18 70 26 06 18 72 79 46 59 79 29 90 20 76 87 11 32 07 07 49 18 27 83 58 35 71 11 25 57 29 85 14 64 36 96 27 11 58 56 92 18 55 02 90 03 60 48 49 41 46 33 36 47 23 92 50 48 02 36 59 42 79 72 20 82 77 42 56 78 38 80 39 75 02 71 66 66 01 03 55 72 44 25 67 84 71 67 11 61 40 57 58 89 40 56 36 85 32 25 85 57 48 84 35 47 62 17 01 01 99 89 52 06 71 28 75 94 48 37 10 23 51 06 48 53 18 74 98 15 27 02 92 23 08 71 76 84 15 52 92 63 81 10 44 10 69 93 Such numbers can be included in the solution code, or read from a "triangle.txt" file. This task is derived from the Euler Problem #18.
#JavaScript
JavaScript
  var arr = [ [55], [94, 48], [95, 30, 96], [77, 71, 26, 67], [97, 13, 76, 38, 45], [07, 36, 79, 16, 37, 68], [48, 07, 09, 18, 70, 26, 06], [18, 72, 79, 46, 59, 79, 29, 90], [20, 76, 87, 11, 32, 07, 07, 49, 18], [27, 83, 58, 35, 71, 11, 25, 57, 29, 85], [14, 64, 36, 96, 27, 11, 58, 56, 92, 18, 55], [02, 90, 03, 60, 48, 49, 41, 46, 33, 36, 47, 23], [92, 50, 48, 02, 36, 59, 42, 79, 72, 20, 82, 77, 42], [56, 78, 38, 80, 39, 75, 02, 71, 66, 66, 01, 03, 55, 72], [44, 25, 67, 84, 71, 67, 11, 61, 40, 57, 58, 89, 40, 56, 36], [85, 32, 25, 85, 57, 48, 84, 35, 47, 62, 17, 01, 01, 99, 89, 52], [06, 71, 28, 75, 94, 48, 37, 10, 23, 51, 06, 48, 53, 18, 74, 98, 15], [27, 02, 92, 23, 08, 71, 76, 84, 15, 52, 92, 63, 81, 10, 44, 10, 69, 93] ];   while (arr.length !== 1) { var len = arr.length; var row = []; var current = arr[len-2]; var currentLen = current.length - 1; var end = arr[len-1];   for ( var i = 0; i <= currentLen; i++ ) { row.push(Math.max(current[i] + end[i] || 0, current[i] + end[i+1] || 0) ) }   arr.pop(); arr.pop();   arr.push(row); }   console.log(arr);  
http://rosettacode.org/wiki/MD4
MD4
Find the MD4 message digest of a string of octets. Use the ASCII encoded string “Rosetta Code” (without quotes). You may either call an MD4 library, or implement MD4 in your language. MD4 is an obsolete hash function that computes a 128-bit message digest that sometimes appears in obsolete protocols. RFC 1320 specifies the MD4 algorithm. RFC 6150 declares that MD4 is obsolete.
#Rust
Rust
// MD4, based on RFC 1186 and RFC 1320. // // https://www.ietf.org/rfc/rfc1186.txt // https://tools.ietf.org/html/rfc1320 //   use std::fmt::Write; use std::mem;   // Let not(X) denote the bit-wise complement of X. // Let X v Y denote the bit-wise OR of X and Y. // Let X xor Y denote the bit-wise XOR of X and Y. // Let XY denote the bit-wise AND of X and Y.   // f(X,Y,Z) = XY v not(X)Z fn f(x: u32, y: u32, z: u32) -> u32 { (x & y) | (!x & z) }   // g(X,Y,Z) = XY v XZ v YZ fn g(x: u32, y: u32, z: u32) -> u32 { (x & y) | (x & z) | (y & z) }   // h(X,Y,Z) = X xor Y xor Z fn h(x: u32, y: u32, z: u32) -> u32 { x ^ y ^ z }   // Round 1 macro // Let [A B C D i s] denote the operation // A = (A + f(B,C,D) + X[i]) <<< s macro_rules! md4round1 { ( $a:expr, $b:expr, $c:expr, $d:expr, $i:expr, $s:expr, $x:expr) => { { // Rust defaults to non-overflowing arithmetic, so we need to specify wrapping add. $a = ($a.wrapping_add( f($b, $c, $d) ).wrapping_add( $x[$i] ) ).rotate_left($s); } }; }   // Round 2 macro // Let [A B C D i s] denote the operation // A = (A + g(B,C,D) + X[i] + 5A827999) <<< s . macro_rules! md4round2 { ( $a:expr, $b:expr, $c:expr, $d:expr, $i:expr, $s:expr, $x:expr) => { { $a = ($a.wrapping_add( g($b, $c, $d)).wrapping_add($x[$i]).wrapping_add(0x5a827999_u32)).rotate_left($s); } }; }   // Round 3 macro // Let [A B C D i s] denote the operation // A = (A + h(B,C,D) + X[i] + 6ED9EBA1) <<< s . macro_rules! md4round3 { ( $a:expr, $b:expr, $c:expr, $d:expr, $i:expr, $s:expr, $x:expr) => { { $a = ($a.wrapping_add(h($b, $c, $d)).wrapping_add($x[$i]).wrapping_add(0x6ed9eba1_u32)).rotate_left($s); } }; }   fn convert_byte_vec_to_u32(mut bytes: Vec<u8>) -> Vec<u32> {   bytes.shrink_to_fit(); let num_bytes = bytes.len(); let num_words = num_bytes / 4; unsafe { let words = Vec::from_raw_parts(bytes.as_mut_ptr() as *mut u32, num_words, num_words); mem::forget(bytes); words } }   // Returns a 128-bit MD4 hash as an array of four 32-bit words. // Based on RFC 1186 from https://www.ietf.org/rfc/rfc1186.txt fn md4<T: Into<Vec<u8>>>(input: T) -> [u32; 4] {   let mut bytes = input.into().to_vec(); let initial_bit_len = (bytes.len() << 3) as u64;   // Step 1. Append padding bits // Append one '1' bit, then append 0 ≤ k < 512 bits '0', such that the resulting message // length in bis is congruent to 448 (mod 512). // Since our message is in bytes, we use one byte with a set high-order bit (0x80) plus // a variable number of zero bytes.   // Append zeros // Number of padding bytes needed is 448 bits (56 bytes) modulo 512 bits (64 bytes) bytes.push(0x80_u8); while (bytes.len() % 64) != 56 { bytes.push(0_u8); }   // Everything after this operates on 32-bit words, so reinterpret the buffer. let mut w = convert_byte_vec_to_u32(bytes);   // Step 2. Append length // A 64-bit representation of b (the length of the message before the padding bits were added) // is appended to the result of the previous step, low-order bytes first. w.push(initial_bit_len as u32); // Push low-order bytes first w.push((initial_bit_len >> 32) as u32);   // Step 3. Initialize MD buffer let mut a = 0x67452301_u32; let mut b = 0xefcdab89_u32; let mut c = 0x98badcfe_u32; let mut d = 0x10325476_u32;   // Step 4. Process message in 16-word blocks let n = w.len(); for i in 0..n / 16 {   // Select the next 512-bit (16-word) block to process. let x = &w[i * 16..i * 16 + 16];   let aa = a; let bb = b; let cc = c; let dd = d;   // [Round 1] md4round1!(a, b, c, d, 0, 3, x); // [A B C D 0 3] md4round1!(d, a, b, c, 1, 7, x); // [D A B C 1 7] md4round1!(c, d, a, b, 2, 11, x); // [C D A B 2 11] md4round1!(b, c, d, a, 3, 19, x); // [B C D A 3 19] md4round1!(a, b, c, d, 4, 3, x); // [A B C D 4 3] md4round1!(d, a, b, c, 5, 7, x); // [D A B C 5 7] md4round1!(c, d, a, b, 6, 11, x); // [C D A B 6 11] md4round1!(b, c, d, a, 7, 19, x); // [B C D A 7 19] md4round1!(a, b, c, d, 8, 3, x); // [A B C D 8 3] md4round1!(d, a, b, c, 9, 7, x); // [D A B C 9 7] md4round1!(c, d, a, b, 10, 11, x);// [C D A B 10 11] md4round1!(b, c, d, a, 11, 19, x);// [B C D A 11 19] md4round1!(a, b, c, d, 12, 3, x); // [A B C D 12 3] md4round1!(d, a, b, c, 13, 7, x); // [D A B C 13 7] md4round1!(c, d, a, b, 14, 11, x);// [C D A B 14 11] md4round1!(b, c, d, a, 15, 19, x);// [B C D A 15 19]   // [Round 2] md4round2!(a, b, c, d, 0, 3, x); //[A B C D 0 3] md4round2!(d, a, b, c, 4, 5, x); //[D A B C 4 5] md4round2!(c, d, a, b, 8, 9, x); //[C D A B 8 9] md4round2!(b, c, d, a, 12, 13, x);//[B C D A 12 13] md4round2!(a, b, c, d, 1, 3, x); //[A B C D 1 3] md4round2!(d, a, b, c, 5, 5, x); //[D A B C 5 5] md4round2!(c, d, a, b, 9, 9, x); //[C D A B 9 9] md4round2!(b, c, d, a, 13, 13, x);//[B C D A 13 13] md4round2!(a, b, c, d, 2, 3, x); //[A B C D 2 3] md4round2!(d, a, b, c, 6, 5, x); //[D A B C 6 5] md4round2!(c, d, a, b, 10, 9, x); //[C D A B 10 9] md4round2!(b, c, d, a, 14, 13, x);//[B C D A 14 13] md4round2!(a, b, c, d, 3, 3, x); //[A B C D 3 3] md4round2!(d, a, b, c, 7, 5, x); //[D A B C 7 5] md4round2!(c, d, a, b, 11, 9, x); //[C D A B 11 9] md4round2!(b, c, d, a, 15, 13, x);//[B C D A 15 13]   // [Round 3] md4round3!(a, b, c, d, 0, 3, x); //[A B C D 0 3] md4round3!(d, a, b, c, 8, 9, x); //[D A B C 8 9] md4round3!(c, d, a, b, 4, 11, x); //[C D A B 4 11] md4round3!(b, c, d, a, 12, 15, x);//[B C D A 12 15] md4round3!(a, b, c, d, 2, 3, x); //[A B C D 2 3] md4round3!(d, a, b, c, 10, 9, x); //[D A B C 10 9] md4round3!(c, d, a, b, 6, 11, x); //[C D A B 6 11] md4round3!(b, c, d, a, 14, 15, x);//[B C D A 14 15] md4round3!(a, b, c, d, 1, 3, x); //[A B C D 1 3] md4round3!(d, a, b, c, 9, 9, x); //[D A B C 9 9] md4round3!(c, d, a, b, 5, 11, x); //[C D A B 5 11] md4round3!(b, c, d, a, 13, 15, x);//[B C D A 13 15] md4round3!(a, b, c, d, 3, 3, x); //[A B C D 3 3] md4round3!(d, a, b, c, 11, 9, x); //[D A B C 11 9] md4round3!(c, d, a, b, 7, 11, x); //[C D A B 7 11] md4round3!(b, c, d, a, 15, 15, x);//[B C D A 15 15]   a = a.wrapping_add(aa); b = b.wrapping_add(bb); c = c.wrapping_add(cc); d = d.wrapping_add(dd); }   // Step 5. Output // The message digest produced as output is A, B, C, D. That is, we begin with the low-order // byte of A, and end with the high-order byte of D. [u32::from_be(a), u32::from_be(b), u32::from_be(c), u32::from_be(d)] }   fn digest_to_str(digest: &[u32]) -> String { let mut s = String::new(); for &word in digest { write!(&mut s, "{:08x}", word).unwrap(); } s }   fn main() { let val = "Rosetta Code"; println!("md4(\"{}\") = {}", val, digest_to_str(&md4(val))); }
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.
#zkl
zkl
fcn middle(ns){ ns.apply("toString").apply('-("-")) .apply(fcn(n){nl:=n.len(); if(nl<3 or nl.isEven) return(False); n[(nl-3)/2,3] : "%03d".fmt(_) }) } middle(T(123,12345,1234567,987654321,10001,-10001,-123,-100,100,-12345)).println() middle(T(1, 2, -1, -10, 2002, -2002, 0)).println();
http://rosettacode.org/wiki/MD5
MD5
Task Encode a string using an MD5 algorithm.   The algorithm can be found on   Wikipedia. Optionally, validate your implementation by running all of the test values in   IETF RFC (1321)   for MD5. Additionally,   RFC 1321   provides more precise information on the algorithm than the Wikipedia article. Warning:   MD5 has known weaknesses, including collisions and forged signatures.   Users may consider a stronger alternative when doing production-grade cryptography, such as SHA-256 (from the SHA-2 family), or the upcoming SHA-3. If the solution on this page is a library solution, see   MD5/Implementation   for an implementation from scratch.
#Forth
Forth
include ffl/md5.fs   \ Create a MD5 variable md1 in the dictionary   md5-create md1   \ Update the variable with data   s" The quick brown fox jumps over the lazy dog" md1 md5-update   \ Finish the MD5 calculation resulting in four unsigned 32 bit words \ on the stack representing the hash value   md1 md5-finish   \ Convert the hash value to a hex string and print it   md5+to-string type cr
http://rosettacode.org/wiki/McNuggets_problem
McNuggets problem
Wikipedia The McNuggets version of the coin problem was introduced by Henri Picciotto, who included it in his algebra textbook co-authored with Anita Wah. Picciotto thought of the application in the 1980s while dining with his son at McDonald's, working the problem out on a napkin. A McNugget number is the total number of McDonald's Chicken McNuggets in any number of boxes. In the United Kingdom, the original boxes (prior to the introduction of the Happy Meal-sized nugget boxes) were of 6, 9, and 20 nuggets. Task Calculate (from 0 up to a limit of 100) the largest non-McNuggets number (a number n which cannot be expressed with 6x + 9y + 20z = n where x, y and z are natural numbers).
#REXX
REXX
/*REXX pgm solves the McNuggets problem: the largest McNugget number for given meals. */ parse arg y /*obtain optional arguments from the CL*/ if y='' | y="," then y= 6 9 20 /*Not specified? Then use the defaults*/ say 'The number of McNuggets in the serving sizes of: ' space(y) $= #= 0 /*the Y list must be in ascending order*/ z=. do j=1 for words(y); _= word(y, j) /*examine Y list for dups, neg, zeros*/ if _==1 then signal done /*Value ≡ 1? Then all values possible.*/ if _<1 then iterate /*ignore zero and negative # of nuggets*/ if wordpos(_, $)\==0 then iterate /*search for duplicate values. */ do k=1 for # /* " " multiple " */ if _//word($,k)==0 then iterate j /*a multiple of a previous value, skip.*/ end /*k*/ $= $ _; #= # + 1; $.#= _ /*add─►list; bump counter; assign value*/ end /*j*/ if #<2 then signal done /*not possible, go and tell bad news. */ _= gcd($) if _\==1 then signal done /* " " " " " " " */ if #==2 then z= $.1 * $.2 - $.1 - $.2 /*special case, construct the result. */ if z\==. then signal done h= 0 /*construct a theoretical high limit H.*/ do j=2 for #-1; _= j-1; _= $._; h= max(h, _ * $.j - _ - $.j) end /*j*/ @.=0 do j=1 for #; _= $.j /*populate the Jth + Kth summand. */ do a=_ by _ to h; @.a= 1 /*populate every multiple as possible. */ end /*s*/   do k=1 for h; if \@.k then iterate s= k + _; @.s= 1 /*add two #s; mark as being possible.*/ end /*k*/ end /*j*/   do z=h by -1 for h until \@.z /*find largest integer not summed. */ end /*z*/ say done: if z==. then say 'The largest McNuggets number not possible.' else say 'The largest McNuggets number is: ' z exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ gcd: procedure; $=; do j=1 for arg(); $=$ arg(j); end; $= space($) parse var $ x $; x= abs(x); do while $\==''; parse var $ y $; y= abs(y); if y==0 then iterate do until y==0; parse value x//y y with y x; end end; return x
http://rosettacode.org/wiki/Mayan_numerals
Mayan numerals
Task Present numbers using the Mayan numbering system   (displaying the Mayan numerals in a cartouche). Mayan numbers Normally, Mayan numbers are written vertically   (top─to─bottom)   with the most significant numeral at the top   (in the sense that decimal numbers are written left─to─right with the most significant digit at the left).   This task will be using a left─to─right (horizontal) format,   mostly for familiarity and readability,   and to conserve screen space (when showing the output) on this task page. Mayan numerals Mayan numerals   (a base─20 "digit" or glyph)   are written in two orientations,   this task will be using the "vertical" format   (as displayed below).   Using the vertical format makes it much easier to draw/construct the Mayan numerals (glyphs) with simple dots (.) and hyphen (-);     (however, round bullets (•) and long dashes (─) make a better presentation on Rosetta Code). Furthermore, each Mayan numeral   (for this task)   is to be displayed as a cartouche   (enclosed in a box)   to make it easier to parse (read);   the box may be drawn with any suitable (ASCII or Unicode) characters that are presentable/visible in all web browsers. Mayan numerals added to Unicode Mayan numerals (glyphs) were added to the Unicode Standard in June of 2018   (this corresponds with version 11.0).   But since most web browsers don't support them at this time,   this Rosetta Code task will be constructing the glyphs with "simple" characters and/or ASCII art. The "zero" glyph The Mayan numbering system has the concept of   zero,   and should be shown by a glyph that represents an upside─down (sea) shell,   or an egg.   The Greek letter theta   (Θ)   can be used   (which more─or─less, looks like an egg).   A   commercial at   symbol   (@)   could make a poor substitute. Mayan glyphs (constructed) The Mayan numbering system is a   [vigesimal (base 20)]   positional numeral system. The Mayan numerals   (and some random numbers)   shown in the   vertical   format would be shown as ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙ ║ ║ ║ ║ 1──► ║ ║ 11──► ║────║ 21──► ║ ║ ║ ║ ∙ ║ ║────║ ║ ∙ ║ ∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙∙ ║ ║ ║ ║ 2──► ║ ║ 12──► ║────║ 22──► ║ ║ ║ ║ ∙∙ ║ ║────║ ║ ∙ ║ ∙∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙ ║ ║ ║ ║ 3──► ║ ║ 13──► ║────║ 40──► ║ ║ ║ ║∙∙∙ ║ ║────║ ║ ∙∙ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙∙║ ║ ║ ║ 4──► ║ ║ 14──► ║────║ 80──► ║ ║ ║ ║∙∙∙∙║ ║────║ ║∙∙∙∙║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 5──► ║ ║ 15──► ║────║ 90──► ║ ║────║ ║────║ ║────║ ║∙∙∙∙║────║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 6──► ║ ∙ ║ 16──► ║────║ 100──► ║ ║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 7──► ║ ∙∙ ║ 17──► ║────║ 200──► ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║∙∙∙ ║ ║ ║ ║ ║ ║ ║────║ 300──► ║────║ ║ 8──► ║∙∙∙ ║ 18──► ║────║ ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╦════╗ ║ ║ ║∙∙∙∙║ ║ ║ ║ ║ ║ ║ ║────║ 400──► ║ ║ ║ ║ 9──► ║∙∙∙∙║ 19──► ║────║ ║ ║ ║ ║ ║────║ ║────║ ║ ∙ ║ Θ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╩════╝ ╔════╗ ╔════╦════╗ ╔════╦════╦════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ 10──► ║────║ 20──► ║ ║ ║ 16,000──► ║ ║ ║ ║ ║ ║────║ ║ ∙ ║ Θ ║ ║ ∙∙ ║ Θ ║ Θ ║ Θ ║ ╚════╝ ╚════╩════╝ ╚════╩════╩════╩════╝ Note that the Mayan numeral   13   in   horizontal   format would be shown as: ╔════╗ ║ ││║ ║ ∙││║ 13──► ║ ∙││║ ◄─── this glyph form won't be used in this Rosetta Code task. ║ ∙││║ ╚════╝ Other forms of cartouches (boxes) can be used for this task. Task requirements   convert the following decimal numbers to Mayan numbers:       4,005       8,017   326,205   886,205   show a   unique   interesting/pretty/unusual/intriguing/odd/amusing/weird   Mayan number   show all output here Related tasks   Roman numerals/Encode   ─── convert numeric values into Roman numerals   Roman numerals/Decode   ─── convert Roman numerals into Arabic numbers See also   The Wikipedia entry:   [Mayan numerals]
#Rust
Rust
const ONE: &str = "●"; const FIVE: &str = "——"; const ZERO: &str = "Θ";   fn main() { println!("{}", mayan(4005)); println!("{}", mayan(8017)); println!("{}", mayan(326_205)); println!("{}", mayan(886_205)); println!("{}", mayan(69)); println!("{}", mayan(420)); println!("{}", mayan(1_063_715_456)); }   fn mayan(dec: i64) -> String { let mut digits = vec![]; let mut num = dec; while num > 0 { digits.push(num % 20); num /= 20; } digits = digits.into_iter().rev().collect(); let mut boxes = vec!["".to_string(); 6]; let n = digits.len(); for (i, digit) in digits.iter().enumerate() { if i == 0 { boxes[0] = "┏━━━━".to_string(); if i == n - 1 { boxes[0] += "┓"; } } else if i == n - 1 { boxes[0] += "┳━━━━┓"; } else { boxes[0] += "┳━━━━"; } for j in 1..5 { boxes[j] += "┃"; let elem = 0.max(digit - (4 - j as i64) * 5); if elem >= 5 { boxes[j] += &format!("{: ^4}", FIVE); } else if elem > 0 { boxes[j] += &format!("{: ^4}", ONE.repeat(elem as usize % 15)); } else if j == 4 { boxes[j] += &format!("{: ^4}", ZERO); } else { boxes[j] += &" "; } if i == n - 1 { boxes[j] += "┃"; } } if i == 0 { boxes[5] = "┗━━━━".to_string(); if i == n - 1 { boxes[5] += "┛"; } } else if i == n - 1 { boxes[5] += "┻━━━━┛"; } else { boxes[5] += "┻━━━━"; } }   let mut mayan = format!("Mayan {}:\n", dec); for b in boxes { mayan += &(b + "\n"); } mayan }
http://rosettacode.org/wiki/Mayan_numerals
Mayan numerals
Task Present numbers using the Mayan numbering system   (displaying the Mayan numerals in a cartouche). Mayan numbers Normally, Mayan numbers are written vertically   (top─to─bottom)   with the most significant numeral at the top   (in the sense that decimal numbers are written left─to─right with the most significant digit at the left).   This task will be using a left─to─right (horizontal) format,   mostly for familiarity and readability,   and to conserve screen space (when showing the output) on this task page. Mayan numerals Mayan numerals   (a base─20 "digit" or glyph)   are written in two orientations,   this task will be using the "vertical" format   (as displayed below).   Using the vertical format makes it much easier to draw/construct the Mayan numerals (glyphs) with simple dots (.) and hyphen (-);     (however, round bullets (•) and long dashes (─) make a better presentation on Rosetta Code). Furthermore, each Mayan numeral   (for this task)   is to be displayed as a cartouche   (enclosed in a box)   to make it easier to parse (read);   the box may be drawn with any suitable (ASCII or Unicode) characters that are presentable/visible in all web browsers. Mayan numerals added to Unicode Mayan numerals (glyphs) were added to the Unicode Standard in June of 2018   (this corresponds with version 11.0).   But since most web browsers don't support them at this time,   this Rosetta Code task will be constructing the glyphs with "simple" characters and/or ASCII art. The "zero" glyph The Mayan numbering system has the concept of   zero,   and should be shown by a glyph that represents an upside─down (sea) shell,   or an egg.   The Greek letter theta   (Θ)   can be used   (which more─or─less, looks like an egg).   A   commercial at   symbol   (@)   could make a poor substitute. Mayan glyphs (constructed) The Mayan numbering system is a   [vigesimal (base 20)]   positional numeral system. The Mayan numerals   (and some random numbers)   shown in the   vertical   format would be shown as ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙ ║ ║ ║ ║ 1──► ║ ║ 11──► ║────║ 21──► ║ ║ ║ ║ ∙ ║ ║────║ ║ ∙ ║ ∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ∙∙ ║ ║ ║ ║ 2──► ║ ║ 12──► ║────║ 22──► ║ ║ ║ ║ ∙∙ ║ ║────║ ║ ∙ ║ ∙∙ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙ ║ ║ ║ ║ 3──► ║ ║ 13──► ║────║ 40──► ║ ║ ║ ║∙∙∙ ║ ║────║ ║ ∙∙ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║∙∙∙∙║ ║ ║ ║ 4──► ║ ║ 14──► ║────║ 80──► ║ ║ ║ ║∙∙∙∙║ ║────║ ║∙∙∙∙║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 5──► ║ ║ 15──► ║────║ 90──► ║ ║────║ ║────║ ║────║ ║∙∙∙∙║────║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 6──► ║ ∙ ║ 16──► ║────║ 100──► ║ ║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║ ∙∙ ║ ║ ║ ║ ║ ║ ║────║ ║ ║ ║ 7──► ║ ∙∙ ║ 17──► ║────║ 200──► ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╗ ║ ║ ║∙∙∙ ║ ║ ║ ║ ║ ║ ║────║ 300──► ║────║ ║ 8──► ║∙∙∙ ║ 18──► ║────║ ║────║ ║ ║────║ ║────║ ║────║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╝ ╔════╗ ╔════╗ ╔════╦════╦════╗ ║ ║ ║∙∙∙∙║ ║ ║ ║ ║ ║ ║ ║────║ 400──► ║ ║ ║ ║ 9──► ║∙∙∙∙║ 19──► ║────║ ║ ║ ║ ║ ║────║ ║────║ ║ ∙ ║ Θ ║ Θ ║ ╚════╝ ╚════╝ ╚════╩════╩════╝ ╔════╗ ╔════╦════╗ ╔════╦════╦════╦════╗ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ 10──► ║────║ 20──► ║ ║ ║ 16,000──► ║ ║ ║ ║ ║ ║────║ ║ ∙ ║ Θ ║ ║ ∙∙ ║ Θ ║ Θ ║ Θ ║ ╚════╝ ╚════╩════╝ ╚════╩════╩════╩════╝ Note that the Mayan numeral   13   in   horizontal   format would be shown as: ╔════╗ ║ ││║ ║ ∙││║ 13──► ║ ∙││║ ◄─── this glyph form won't be used in this Rosetta Code task. ║ ∙││║ ╚════╝ Other forms of cartouches (boxes) can be used for this task. Task requirements   convert the following decimal numbers to Mayan numbers:       4,005       8,017   326,205   886,205   show a   unique   interesting/pretty/unusual/intriguing/odd/amusing/weird   Mayan number   show all output here Related tasks   Roman numerals/Encode   ─── convert numeric values into Roman numerals   Roman numerals/Decode   ─── convert Roman numerals into Arabic numbers See also   The Wikipedia entry:   [Mayan numerals]
#Wren
Wren
import "/fmt" for Conv   var ul = "╔" var uc = "╦" var ur = "╗" var ll = "╚" var lc = "╩" var lr = "╝" var hb = "═" var vb = "║"   var mayan= [ " ", " ∙ ", " ∙∙ ", "∙∙∙ ", "∙∙∙∙" ]   var m0 = " Θ " var m5 = "────"   var dec2vig = Fn.new { |n| Conv.itoa(n, 20).map { |c| Conv.atoi(c, 20) }.toList }   var vig2quin = Fn.new { |n| if (n >= 20) Fiber.abort("Cant't convert a number >= 20.") var res = [mayan[0], mayan[0], mayan[0], mayan[0]] if (n == 0) { res[3] = m0 return res } var fives = (n/5).floor var rem = n % 5 res[3-fives] = mayan[rem] for (i in 3...3-fives) res[i] = m5 return res }   var draw = Fn.new { |mayans| var lm = mayans.count System.write(ul) for (i in 0...lm) { for (j in 0..3) System.write(hb) if (i < lm - 1) { System.write(uc) } else { System.print(ur) } } for (i in 1..4) { System.write(vb) for (j in 0...lm) { System.write(mayans[j][i-1]) System.write(vb) } System.print() } System.write(ll) for (i in 0...lm) { for (j in 0..3) System.write(hb) if (i < lm - 1) { System.write(lc) } else { System.print(lr) } } }   var numbers = [4005, 8017, 326205, 886205, 1081439556] for (n in numbers) { System.print("Converting %(n) to Mayan:") var vigs = dec2vig.call(n) var mayans = vigs.map { |vig| vig2quin.call(vig) }.toList draw.call(mayans) System.print() }
http://rosettacode.org/wiki/Magic_squares_of_singly_even_order
Magic squares of singly even order
A magic square is an NxN square matrix whose numbers consist of consecutive numbers arranged so that the sum of each row and column, and both diagonals are equal to the same sum (which is called the magic number or magic constant). A magic square of singly even order has a size that is a multiple of 4, plus 2 (e.g. 6, 10, 14). This means that the subsquares have an odd size, which plays a role in the construction. Task Create a magic square of 6 x 6. Related tasks Magic squares of odd order Magic squares of doubly even order See also Singly Even Magic Squares (1728.org)
#11l
11l
-V LOG_10 = 2.302585092994   F build_oms(=s) I s % 2 == 0 s++ V q = [[0] * s] * s V p = 1 V i = s I/ 2 V j = 0   L p <= (s * s) q[i][j] = p V ti = i + 1 I ti >= s ti = 0 V tj = j - 1 I tj < 0 tj = s - 1 I q[ti][tj] != 0 ti = i tj = j + 1 i = ti j = tj p++   R (q, s)   F build_sems(=s) I s % 2 == 1 s++ L s % 4 == 0 s += 2 V q = [[0] * s] * s V z = s I/ 2 V b = z * z V c = 2 * b V d = 3 * b V o = build_oms(z)   L(j) 0 .< z L(i) 0 .< z V a = o[0][i][j] q[i][j] = a q[i + z][j + z] = a + b q[i + z][j] = a + c q[i][j + z] = a + d   V lc = z I/ 2 V rc = lc L(j) 0 .< z L(i) 0 .< s I i < lc | i > s - rc | (i == lc & j == lc) I !(i == 0 & j == lc) swap(&q[i][j], &q[i][j + z]) R (q, s)   F display(q) V s = q[1] print(" - #. x #.\n".format(s, s)) V k = 1 + Int(floor(log(s * s) / :LOG_10)) L(j) 0 .< s L(i) 0 .< s print(String(q[0][i][j]).zfill(k), end' ‘ ’) print() print(‘Magic sum: #.’.format(s * ((s * s) + 1) I/ 2))   print(‘Singly Even Magic Square’, end' ‘’) display(build_sems(6))
http://rosettacode.org/wiki/Magic_constant
Magic constant
A magic square is a square grid containing consecutive integers from 1 to N², arranged so that every row, column and diagonal adds up to the same number. That number is a constant. There is no way to create a valid N x N magic square that does not sum to the associated constant. EG A 3 x 3 magic square always sums to 15. ┌───┬───┬───┐ │ 2 │ 7 │ 6 │ ├───┼───┼───┤ │ 9 │ 5 │ 1 │ ├───┼───┼───┤ │ 4 │ 3 │ 8 │ └───┴───┴───┘ A 4 x 4 magic square always sums to 34. Traditionally, the sequence leaves off terms for n = 0 and n = 1 as the magic squares of order 0 and 1 are trivial; and a term for n = 2 because it is impossible to form a magic square of order 2. Task Starting at order 3, show the first 20 magic constants. Show the 1000th magic constant. (Order 1003) Find and show the order of the smallest N x N magic square whose constant is greater than 10¹ through 10¹⁰. Stretch Find and show the order of the smallest N x N magic square whose constant is greater than 10¹¹ through 10²⁰. See also Wikipedia: Magic constant OEIS: A006003 (Similar sequence, though it includes terms for 0, 1 & 2.)
#ALGOL_68
ALGOL 68
BEGIN # find some magic constants - the row, column and diagonal sums of a magin square # # translation of the Free Basic sample with the Julia/Wren inverse function # # returns the magic constant of a magic square of order n + 2 # PROC a = ( INT n )LONG LONG INT: BEGIN LONG LONG INT n2 = n + 2; ( n2 * ( ( n2 * n2 ) + 1 ) ) OVER 2 END # a # ; # returns the order of the magic square whose magic constant is at least x # PROC inv a = ( LONG LONG INT x )LONG LONG INT: ENTIER long long exp( long long ln( x * 2 ) / 3 ) + 1;   print( ( "The first 20 magic constants are " ) ); FOR n TO 20 DO print( ( whole( a( n ), 0 ), " " ) ) OD; print( ( newline ) ); print( ( "The 1,000th magic constant is ", whole( a( 1000 ), 0 ), newline ) ); LONG LONG INT e := 1; FOR n TO 20 DO e *:= 10; print( ( "10^", whole( n, -2 ), ": ", whole( inv a( e ), -9 ), newline ) ) OD END
http://rosettacode.org/wiki/Matrix_multiplication
Matrix multiplication
Task Multiply two matrices together. They can be of any dimensions, so long as the number of columns of the first matrix is equal to the number of rows of the second matrix.
#APL
APL
x ← +.×   A ← ↑A*¨⊂A←⍳4 ⍝ Same A as in other examples (1 1 1 1⍪ 2 4 8 16⍪ 3 9 27 81,[0.5] 4 16 64 256) B ← ⌹A ⍝ Matrix inverse of A   'F6.2' ⎕FMT A x B 1.00 0.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 0.00 1.00
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#Elixir
Elixir
File.mkdir_p("./path/to/dir")
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#ERRE
ERRE
OS_MKDIR("C:\EXAMPLES\03192015")
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#F.23
F#
> System.IO.Directory.CreateDirectory (System.IO.Directory.GetCurrentDirectory()) ;; val it : System.IO.DirectoryInfo = Temp {Attributes = Directory; CreationTime = 2016-06-01 04:12:25; CreationTimeUtc = 2016-06-01 02:12:25; Exists = true; Extension = ""; FullName = "C:\Users\Kai\AppData\Local\Temp"; LastAccessTime = 2016-08-18 20:42:21; LastAccessTimeUtc = 2016-08-18 18:42:21; LastWriteTime = 2016-08-18 20:42:21; LastWriteTimeUtc = 2016-08-18 18:42:21; Name = "Temp"; Parent = Local; Root = C:\;} >
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#Factor
Factor
USE: io.directories "path/to/dir" make-directories
http://rosettacode.org/wiki/Make_directory_path
Make directory path
Task Create a directory and any missing parents. This task is named after the posix mkdir -p command, and several libraries which implement the same behavior. Please implement a function of a single path string (for example ./path/to/dir) which has the above side-effect. If the directory already exists, return successfully. Ideally implementations will work equally well cross-platform (on windows, linux, and OS X). It's likely that your language implements such a function as part of its standard library. If so, please also show how such a function would be implemented.
#FreeBASIC
FreeBASIC
#ifdef __FB_WIN32__ Dim pathname As String = "Ring\docs" #else Dim pathname As String = "Ring/docs" #endif   Dim As String mkpathname = "mkdir " & pathname Dim result As Long = Shell (mkpathname)   If result = 0 Then Print "Created the directory..." Chdir(pathname) Print Curdir Else Print "error: unable to create folder " & pathname & " in the current path." End If Sleep
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#ALGOL_W
ALGOL W
begin real procedure A (integer value k; real procedure x1, x2, x3, x4, x5); begin real procedure B; begin k:= k - 1; A (k, B, x1, x2, x3, x4) end; if k <= 0 then x4 + x5 else B end; write (r_format := "A", r_w := 8, r_d := 2, A (10, 1, -1, -1, 1, 0)) end.
http://rosettacode.org/wiki/Man_or_boy_test
Man or boy test
Man or boy test You are encouraged to solve this task according to the task description, using any language you may know. Background: The man or boy test was proposed by computer scientist Donald Knuth as a means of evaluating implementations of the ALGOL 60 programming language. The aim of the test was to distinguish compilers that correctly implemented "recursion and non-local references" from those that did not. I have written the following simple routine, which may separate the 'man-compilers' from the 'boy-compilers' — Donald Knuth Task: Imitate Knuth's example in Algol 60 in another language, as far as possible. Details: Local variables of routines are often kept in activation records (also call frames). In many languages, these records are kept on a call stack. In Algol (and e.g. in Smalltalk), they are allocated on a heap instead. Hence it is possible to pass references to routines that still can use and update variables from their call environment, even if the routine where those variables are declared already returned. This difference in implementations is sometimes called the Funarg Problem. In Knuth's example, each call to A allocates an activation record for the variable A. When B is called from A, any access to k now refers to this activation record. Now B in turn calls A, but passes itself as an argument. This argument remains bound to the activation record. This call to A also "shifts" the variables xi by one place, so eventually the argument B (still bound to its particular activation record) will appear as x4 or x5 in a call to A. If this happens when the expression x4 + x5 is evaluated, then this will again call B, which in turn will update k in the activation record it was originally bound to. As this activation record is shared with other instances of calls to A and B, it will influence the whole computation. So all the example does is to set up a convoluted calling structure, where updates to k can influence the behavior in completely different parts of the call tree. Knuth used this to test the correctness of the compiler, but one can of course also use it to test that other languages can emulate the Algol behavior correctly. If the handling of activation records is correct, the computed value will be −67. Performance and Memory: Man or Boy is intense and can be pushed to challenge any machine. Memory (both stack and heap) not CPU time is the constraining resource as the recursion creates a proliferation activation records which will quickly exhaust memory and present itself through a stack error. Each language may have ways of adjusting the amount of memory or increasing the recursion depth. Optionally, show how you would make such adjustments. The table below shows the result, call depths, and total calls for a range of k: k 0 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 26 27 28 29 30 A 1 0 -2 0 1 0 1 -1 -10 -30 -67 -138 -291 -642 -1,446 -3,250 -7,244 -16,065 -35,601 -78,985 -175,416 -389,695 -865,609 -1,922,362 -4,268,854 -9,479,595 -21,051,458 -46,750,171 -103,821,058 -230,560,902 -512,016,658 A called 1 2 3 4 8 18 38 80 167 347 722 1,509 3,168 6,673 14,091 29,825 63,287 134,652 287,264 614,442 1,317,533 2,831,900 6,100,852 13,172,239 28,499,827 61,786,266 134,202,509 292,011,464       A depth 1 2 3 4 8 16 32 64 128 256 512 1,024 2,048 4,096 8,192 16,384 32,768 65,536 131,072 262,144 524,288 1,048,576 2,097,152 4,194,304 8,388,608             B called 0 1 2 3 7 17 37 79 166 346 721 1,508 3,167 6,672 14,090 29,824 63,286 134,651 287,263 614,441 1,317,532 2,831,899 6,100,851 13,172,238 28,499,826             B depth 0 1 2 3 7 15 31 63 127 255 511 1,023 2,047 4,095 8,191 16,383 32,767 65,535 131,071 262,143 524,287 1,048,575 2,097,151 4,194,303 8,388,607             Related tasks   Jensen's Device
#AppleScript
AppleScript
on a(k, x1, x2, x3, x4, x5) script b set k to k - 1 return a(k, b, x1, x2, x3, x4) end script if k ≤ 0 then return (run x4) + (run x5) else return (run b) end if end a   on int(x) script s return x end script return s end int   a(10, int(1), int(-1), int(-1), int(1), int(0))  
http://rosettacode.org/wiki/Main_step_of_GOST_28147-89
Main step of GOST 28147-89
GOST 28147-89 is a standard symmetric encryption based on a Feistel network. The structure of the algorithm consists of three levels:   encryption modes - simple replacement, application range, imposing a range of feedback and authentication code generation;   cycles - 32-З, 32-Р and 16-З, is a repetition of the main step;   main step, a function that takes a 64-bit block of text and one of the eight 32-bit encryption key elements, and uses the replacement table (8x16 matrix of 4-bit values), and returns encrypted block. Task Implement the main step of this encryption algorithm.
#FreeBASIC
FreeBASIC
Dim Shared As Ubyte k87(255), k65(255), k43(255), k21(255)   Sub kboxinit() Dim As Ubyte k8(15) = {14, 4, 13, 1, 2, 15, 11, 8, 3, 10, 6, 12, 5, 9, 0, 7} Dim As Ubyte k7(15) = {15, 1, 8, 14, 6, 11, 3, 4, 9, 7, 2, 13, 12, 0, 5, 10} Dim As Ubyte k6(15) = {10, 0, 9, 14, 6, 3, 15, 5, 1, 13, 12, 7, 11, 4, 2, 8} Dim As Ubyte k5(15) = { 7, 13, 14, 3, 0, 6, 9, 10, 1, 2, 8, 5, 11, 12, 4, 15} Dim As Ubyte k4(15) = { 2, 12, 4, 1, 7, 10, 11, 6, 8, 5, 3, 15, 13, 0, 14, 9} Dim As Ubyte k3(15) = {12, 1, 10, 15, 9, 2, 6, 8, 0, 13, 3, 4, 14, 7, 5, 11} Dim As Ubyte k2(15) = { 4, 11, 2, 14, 15, 0, 8, 13, 3, 12, 9, 7, 5, 10, 6, 1} Dim As Ubyte k1(15) = {13, 2, 8, 4, 6, 15, 11, 1, 10, 9, 3, 14, 5, 0, 12, 7}   For i As Uinteger = 0 To 255 k87(i) = k8(i Shr 4) Shl 4 Or k7(i And 15) k65(i) = k6(i Shr 4) Shl 4 Or k5(i And 15) k43(i) = k4(i Shr 4) Shl 4 Or k3(i And 15) k21(i) = k2(i Shr 4) Shl 4 Or k1(i And 15) Next i End Sub   Function f(x As Integer) As Integer x = k87(x Shr 24 And 255) Shl 24 Or k65(x Shr 16 And 255) Shl 16 Or _ k43(x Shr 8 And 255) Shl 8 Or k21(x And 255) Return x Shl 11 Or x Shr (32-11) End Function
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#C.23
C#
using System; using static System.Console;   class Program {   static bool[] np; // not-prime array   static void ms(long lmt) { // populates array, a not-prime is true np = new bool[lmt]; np[0] = np[1] = true; for (long n = 2, j = 1; n < lmt; n += j, j = 2) if (!np[n]) for (long k = n * n; k < lmt; k += n) np[k] = true; }   static bool is_Mag(long n) { long res, rem; for (long p = 10; n >= p; p *= 10) { res = Math.DivRem (n, p, out rem); if (np[res + rem]) return false; } return true; }   static void Main(string[] args) { ms(100_009); string mn; WriteLine("First 45{0}", mn = " magnanimous numbers:"); for (long l = 0, c = 0; c < 400; l++) if (is_Mag(l)) { if (c++ < 45 || (c > 240 && c <= 250) || c > 390) Write(c <= 45 ? "{0,4} " : "{0,8:n0} ", l); if (c < 45 && c % 15 == 0) WriteLine(); if (c == 240) WriteLine ("\n\n241st through 250th{0}", mn); if (c == 390) WriteLine ("\n\n391st through 400th{0}", mn); } } }
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#ALGOL_68
ALGOL 68
main:(   [,]REAL m=((1, 1, 1, 1), (2, 4, 8, 16), (3, 9, 27, 81), (4, 16, 64, 256), (5, 25,125, 625));   OP ZIP = ([,]REAL in)[,]REAL:( [2 LWB in:2 UPB in,1 LWB in:1UPB in]REAL out; FOR i FROM LWB in TO UPB in DO out[,i]:=in[i,] OD; out );   PROC pprint = ([,]REAL m)VOID:( FORMAT real fmt = $g(-6,2)$; # width of 6, with no '+' sign, 2 decimals # FORMAT vec fmt = $"("n(2 UPB m-1)(f(real fmt)",")f(real fmt)")"$; FORMAT matrix fmt = $x"("n(UPB m-1)(f(vec fmt)","lxx)f(vec fmt)");"$; # finally print the result # printf((matrix fmt,m)) );   printf(($x"Transpose:"l$)); pprint((ZIP m)) )
http://rosettacode.org/wiki/Maze_generation
Maze generation
This page uses content from Wikipedia. The original article was at Maze generation algorithm. 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) Task Generate and show a maze, using the simple Depth-first search algorithm. Start at a random cell. Mark the current cell as visited, and get a list of its neighbors. For each neighbor, starting with a randomly selected neighbor: If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell. Related tasks Maze solving.
#C.2B.2B
C++
  #include <windows.h> #include <iostream> #include <string>   //-------------------------------------------------------------------------------------------------- using namespace std;   //-------------------------------------------------------------------------------------------------- const int BMP_SIZE = 512, CELL_SIZE = 8;   //-------------------------------------------------------------------------------------------------- enum directions { NONE, NOR = 1, EAS = 2, SOU = 4, WES = 8 };   //-------------------------------------------------------------------------------------------------- class myBitmap { public: myBitmap() : pen( NULL ) {} ~myBitmap() { DeleteObject( pen ); DeleteDC( hdc ); DeleteObject( bmp ); }   bool create( int w, int h ) { BITMAPINFO bi; ZeroMemory( &bi, sizeof( bi ) ); bi.bmiHeader.biSize = sizeof( bi.bmiHeader ); bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8; bi.bmiHeader.biCompression = BI_RGB; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biWidth = w; bi.bmiHeader.biHeight = -h;   HDC dc = GetDC( GetConsoleWindow() ); bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 ); if( !bmp ) return false;   hdc = CreateCompatibleDC( dc ); SelectObject( hdc, bmp ); ReleaseDC( GetConsoleWindow(), dc ); width = w; height = h;   return true; }   void clear() { ZeroMemory( pBits, width * height * sizeof( DWORD ) ); }   void setPenColor( DWORD clr ) { if( pen ) DeleteObject( pen ); pen = CreatePen( PS_SOLID, 1, clr ); SelectObject( hdc, pen ); }   void saveBitmap( string path ) { BITMAPFILEHEADER fileheader; BITMAPINFO infoheader; BITMAP bitmap; DWORD wb;   GetObject( bmp, sizeof( bitmap ), &bitmap );   DWORD* dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight]; ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) ); ZeroMemory( &infoheader, sizeof( BITMAPINFO ) ); ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );   infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8; infoheader.bmiHeader.biCompression = BI_RGB; infoheader.bmiHeader.biPlanes = 1; infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader ); infoheader.bmiHeader.biHeight = bitmap.bmHeight; infoheader.bmiHeader.biWidth = bitmap.bmWidth; infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );   fileheader.bfType = 0x4D42; fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER ); fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;   GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );   HANDLE file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL ); WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL ); WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL ); WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL ); CloseHandle( file );   delete [] dwpBits; }   HDC getDC() const { return hdc; } int getWidth() const { return width; } int getHeight() const { return height; }   private: HBITMAP bmp; HDC hdc; HPEN pen; void *pBits; int width, height; }; //-------------------------------------------------------------------------------------------------- class mazeGenerator { public: mazeGenerator() { _world = 0; _bmp.create( BMP_SIZE, BMP_SIZE ); _bmp.setPenColor( RGB( 0, 255, 0 ) ); }   ~mazeGenerator() { killArray(); }   void create( int side ) { _s = side; generate(); display(); }   private: void generate() { killArray(); _world = new BYTE[_s * _s]; ZeroMemory( _world, _s * _s ); _ptX = rand() % _s; _ptY = rand() % _s; carve(); }   void carve() { while( true ) { int d = getDirection(); if( d < NOR ) return;   switch( d ) { case NOR: _world[_ptX + _s * _ptY] |= NOR; _ptY--; _world[_ptX + _s * _ptY] = SOU | SOU << 4; break; case EAS: _world[_ptX + _s * _ptY] |= EAS; _ptX++; _world[_ptX + _s * _ptY] = WES | WES << 4; break; case SOU: _world[_ptX + _s * _ptY] |= SOU; _ptY++; _world[_ptX + _s * _ptY] = NOR | NOR << 4; break; case WES: _world[_ptX + _s * _ptY] |= WES; _ptX--; _world[_ptX + _s * _ptY] = EAS | EAS << 4; } } }   void display() { _bmp.clear(); HDC dc = _bmp.getDC(); for( int y = 0; y < _s; y++ ) { int yy = y * _s; for( int x = 0; x < _s; x++ ) { BYTE b = _world[x + yy]; int nx = x * CELL_SIZE, ny = y * CELL_SIZE;   if( !( b & NOR ) ) { MoveToEx( dc, nx, ny, NULL ); LineTo( dc, nx + CELL_SIZE + 1, ny ); } if( !( b & EAS ) ) { MoveToEx( dc, nx + CELL_SIZE, ny, NULL ); LineTo( dc, nx + CELL_SIZE, ny + CELL_SIZE + 1 ); } if( !( b & SOU ) ) { MoveToEx( dc, nx, ny + CELL_SIZE, NULL ); LineTo( dc, nx + CELL_SIZE + 1, ny + CELL_SIZE ); } if( !( b & WES ) ) { MoveToEx( dc, nx, ny, NULL ); LineTo( dc, nx, ny + CELL_SIZE + 1 ); } } }   //_bmp.saveBitmap( "f:\\rc\\maze.bmp" ); BitBlt( GetDC( GetConsoleWindow() ), 10, 60, BMP_SIZE, BMP_SIZE, _bmp.getDC(), 0, 0, SRCCOPY ); }   int getDirection() { int d = 1 << rand() % 4; while( true ) { for( int x = 0; x < 4; x++ ) { if( testDir( d ) ) return d; d <<= 1; if( d > 8 ) d = 1; } d = ( _world[_ptX + _s * _ptY] & 0xf0 ) >> 4; if( !d ) return -1; switch( d ) { case NOR: _ptY--; break; case EAS: _ptX++; break; case SOU: _ptY++; break; case WES: _ptX--; break; } d = 1 << rand() % 4; } }   bool testDir( int d ) { switch( d ) { case NOR: return ( _ptY - 1 > -1 && !_world[_ptX + _s * ( _ptY - 1 )] ); case EAS: return ( _ptX + 1 < _s && !_world[_ptX + 1 + _s * _ptY] ); case SOU: return ( _ptY + 1 < _s && !_world[_ptX + _s * ( _ptY + 1 )] ); case WES: return ( _ptX - 1 > -1 && !_world[_ptX - 1 + _s * _ptY] ); } return false; }   void killArray() { if( _world ) delete [] _world; }   BYTE* _world; int _s, _ptX, _ptY; myBitmap _bmp; }; //-------------------------------------------------------------------------------------------------- int main( int argc, char* argv[] ) { ShowWindow( GetConsoleWindow(), SW_MAXIMIZE ); srand( GetTickCount() );   mazeGenerator mg; int s; while( true ) { cout << "Enter the maze size, an odd number bigger than 2 ( 0 to QUIT ): "; cin >> s; if( !s ) return 0; if( !( s & 1 ) ) s++; if( s >= 3 ) mg.create( s ); cout << endl; system( "pause" ); system( "cls" ); } return 0; } //--------------------------------------------------------------------------------------------------  
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#J
J
mp=: +/ .* NB. Matrix multiplication pow=: pow0=: 4 : 'mp&x^:y =i.#x'
http://rosettacode.org/wiki/Matrix-exponentiation_operator
Matrix-exponentiation operator
Most programming languages have a built-in implementation of exponentiation for integers and reals only. Task Demonstrate how to implement matrix exponentiation as an operator.
#JavaScript
JavaScript
// IdentityMatrix is a "subclass" of Matrix function IdentityMatrix(n) { this.height = n; this.width = n; this.mtx = []; for (var i = 0; i < n; i++) { this.mtx[i] = []; for (var j = 0; j < n; j++) { this.mtx[i][j] = (i == j ? 1 : 0); } } } IdentityMatrix.prototype = Matrix.prototype;   // the Matrix exponentiation function // returns a new matrix Matrix.prototype.exp = function(n) { var result = new IdentityMatrix(this.height); for (var i = 1; i <= n; i++) { result = result.mult(this); } return result; }   var m = new Matrix([[3, 2], [2, 1]]); [0,1,2,3,4,10].forEach(function(e){print(m.exp(e)); print()})
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#BASIC
BASIC
function MapRange(s, a1, a2, b1, b2) return b1+(s-a1)*(b2-b1)/(a2-a1) end function   for i = 0 to 10 print i; " maps to "; MapRange(i,0,10,-1,0) next i end
http://rosettacode.org/wiki/Map_range
Map range
Given two ranges:   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   and   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]} ;   then a value   s {\displaystyle s}   in range   [ a 1 , a 2 ] {\displaystyle [a_{1},a_{2}]}   is linearly mapped to a value   t {\displaystyle t}   in range   [ b 1 , b 2 ] {\displaystyle [b_{1},b_{2}]}   where:   t = b 1 + ( s − a 1 ) ( b 2 − b 1 ) ( a 2 − a 1 ) {\displaystyle t=b_{1}+{(s-a_{1})(b_{2}-b_{1}) \over (a_{2}-a_{1})}} Task Write a function/subroutine/... that takes two ranges and a real number, and returns the mapping of the real number from the first to the second range. Use this function to map values from the range   [0, 10]   to the range   [-1, 0]. Extra credit Show additional idiomatic ways of performing the mapping, using tools available to the language.
#bc
bc
/* map s from [a, b] to [c, d] */ define m(a, b, c, d, s) { return (c + (s - a) * (d - c) / (b - a)) }   scale = 6 /* division to 6 decimal places */ "[0, 10] => [-1, 0] " for (i = 0; i <= 10; i += 2) { /* * If your bc(1) has a print statement, you can try * print i, " => ", m(0, 10, -1, 0, i), "\n" */ i; " => "; m(0, 10, -1, 0, i) } quit
http://rosettacode.org/wiki/Matrix_digital_rain
Matrix digital rain
Implement the Matrix Digital Rain visual effect from the movie "The Matrix" as described in Wikipedia. Provided is a reference implementation in Common Lisp to be run in a terminal.
#Perl
Perl
#!/user/bin/perl   use strict; use warnings; use Tk;   my $delay = 50; # milliseconds my $fade = 8; # number of characters to "fade" my $base_color = '#004000'; # dark green my $fontname = 'Times'; # Whatever my $fontsize = 12; # point size my $font = "{$fontname} $fontsize bold"; my @objects;   my ( $xv, $yv ) = ( 0, 0 );   my $top = MainWindow->new();   $top->geometry('800x600');   my $run = 1;   $top->protocol( 'WM_DELETE_WINDOW' => sub { $run = 0; } );   my @letters = ( 'A' .. 'Z', 'a' .. 'z', '0' .. '9' );   my $canvas = $top->Canvas( -background => 'black' )->pack( -fill => 'both', -expand => 'y' );   my $testch = $canvas->createText( 100, 100, -text => 'o', -fill => 'black', -font => $font );   $top->update;   my @coords = $canvas->bbox($testch);   $canvas->delete($testch);   my $lwidth = $coords[2] - $coords[0]; my $lheight = ( $coords[3] - $coords[1] ) * .8; my $cols = int $canvas->width / $lwidth; my $rows = int $canvas->height / $lheight;   for my $y ( 0 .. $rows ) { for my $x ( 0 .. $cols ) { $objects[$x][$y] = $canvas->createText( $x * $lwidth, $y * $lheight, -text => $letters[ int rand @letters ], -fill => $base_color, -font => $font ); } }   my $neo_image = $top->Photo( -data => neo() );   my $neo = $canvas->createImage( $canvas->width / 2, $canvas->height / 2, -image => $neo_image );   while ($run) { drop('Nothing Like The Matrix'); } exit;   MainLoop;   sub drop { my @phrase = split //, reverse shift; my $x = int rand $cols; my @orig; for my $y ( 0 .. $rows ) { $orig[$y] = $canvas->itemcget( $objects[$x][$y], '-text' ); } for my $y ( 0 .. $rows + @phrase + $fade ) { for my $letter ( 0 .. @phrase ) { last if ( $y - $letter < 0 ); $canvas->itemconfigure( $objects[$x][ $y - $letter ], -text => $phrase[$letter], -fill => "#00FF00" ); } if ( $y > @phrase ) { $canvas->itemconfigure( $objects[$x][ $y - @phrase ], -text => $orig[ $y - @phrase ], -fill => "#009000" ); } if ( $y > @phrase + 2 ) { $canvas->itemconfigure( $objects[$x][ $y - @phrase - int ($fade / 2) ], -fill => "#006000" ); $canvas->itemconfigure( $objects[$x][ $y - @phrase - $fade + 1 ], -fill => $base_color ); } last unless $run; $top->after($delay); neo_move(); $top->update; } }   sub neo_move { $xv += ( ( rand 2 ) - 1 > 0 ) ? 1 : -1; $yv += ( ( rand 2 ) - 1 > 0 ) ? 1 : -1; my ( $x, $y ) = $canvas->coords($neo); $xv = -$xv if ( ( $x < 0 ) or ( $x > $canvas->width ) ); $yv = -$yv if ( ( $y < 0 ) or ( $y > $canvas->height ) ); $canvas->move( $neo, $xv, $yv ); }   sub neo { return ' 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http://rosettacode.org/wiki/Mastermind
Mastermind
Create a simple version of the board game:   Mastermind. It must be possible to:   choose the number of colors will be used in the game (2 - 20)   choose the color code length (4 - 10)   choose the maximum number of guesses the player has (7 - 20)   choose whether or not colors may be repeated in the code The (computer program) game should display all the player guesses and the results of that guess. Display (just an idea): Feature Graphic Version Text Version Player guess Colored circles Alphabet letters Correct color & position Black circle X Correct color White circle O None Gray circle - A text version example:       1.   ADEF   -   XXO- Translates to: the first guess; the four colors (ADEF); result: two correct colors and spot, one correct color/wrong spot, one color isn't in the code. Happy coding! Related tasks   Bulls and cows   Bulls and cows/Player   Guess the number   Guess the number/With Feedback
#Nim
Nim
import random, sequtils, strformat, strutils   proc encode(correct, guess: string): string = result.setlen(correct.len) for i in 0..correct.high: result[i] = if correct[i] == guess[i]: 'X' else: (if guess[i] in correct: 'O' else: '-') result.join(" ")   proc safeIntInput(prompt: string; minVal, maxVal: Positive): int = while true: stdout.write prompt let userInput = stdin.readLine() result = try: parseInt(userInput) except ValueError: continue if result in minVal..maxVal: return     proc playGame() =   echo "You will need to guess a random code." echo "For each guess, you will receive a hint." echo "In this hint, X denotes a correct letter, " & "and O a letter in the original string but in a different position." echo ""   let numLetters = safeIntInput("Select a number of possible letters for the code (2-20): ", 2, 20) let codeLength = safeIntInput("Select a length for the code (4-10): ", 4, 10) let letters = "ABCDEFGHIJKLMNOPQRST"[0..<numLetters] let code = newSeqWith(codeLength, letters.sample()).join() var guesses: seq[string]   while true: echo "" stdout.write &"Enter a guess of length {codeLength} ({letters}): " let guess = stdin.readLine().toUpperAscii().strip() if guess.len != codeLength or guess.anyIt(it notin letters): continue elif guess == code: echo &"\nYour guess {guess} was correct!" break else: guesses.add &"{guesses.len + 1}: {guess.join(\" \")} => {encode(code, guess)}" for guess in guesses: echo "------------------------------------" echo guess echo "------------------------------------"     randomize() playGame()
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#Python
Python
def parens(n): def aux(n, k): if n == 1: yield k elif n == 2: yield [k, k + 1] else: a = [] for i in range(1, n): for u in aux(i, k): for v in aux(n - i, k + i): yield [u, v] yield from aux(n, 0)
http://rosettacode.org/wiki/Matrix_chain_multiplication
Matrix chain multiplication
Problem Using the most straightfoward algorithm (which we assume here), computing the product of two matrices of dimensions (n1,n2) and (n2,n3) requires n1*n2*n3 FMA operations. The number of operations required to compute the product of matrices A1, A2... An depends on the order of matrix multiplications, hence on where parens are put. Remember that the matrix product is associative, but not commutative, hence only the parens can be moved. For instance, with four matrices, one can compute A(B(CD)), A((BC)D), (AB)(CD), (A(BC))D, (AB)C)D. The number of different ways to put the parens is a Catalan number, and grows exponentially with the number of factors. Here is an example of computation of the total cost, for matrices A(5,6), B(6,3), C(3,1): AB costs 5*6*3=90 and produces a matrix of dimensions (5,3), then (AB)C costs 5*3*1=15. The total cost is 105. BC costs 6*3*1=18 and produces a matrix of dimensions (6,1), then A(BC) costs 5*6*1=30. The total cost is 48. In this case, computing (AB)C requires more than twice as many operations as A(BC). The difference can be much more dramatic in real cases. Task Write a function which, given a list of the successive dimensions of matrices A1, A2... An, of arbitrary length, returns the optimal way to compute the matrix product, and the total cost. Any sensible way to describe the optimal solution is accepted. The input list does not duplicate shared dimensions: for the previous example of matrices A,B,C, one will only pass the list [5,6,3,1] (and not [5,6,6,3,3,1]) to mean the matrix dimensions are respectively (5,6), (6,3) and (3,1). Hence, a product of n matrices is represented by a list of n+1 dimensions. Try this function on the following two lists: [1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2] [1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10] To solve the task, it's possible, but not required, to write a function that enumerates all possible ways to parenthesize the product. This is not optimal because of the many duplicated computations, and this task is a classic application of dynamic programming. See also Matrix chain multiplication on Wikipedia.
#R
R
aux <- function(i, j, u) { k <- u[[i, j]] if (k < 0) { i } else { paste0("(", Recall(i, k, u), "*", Recall(i + k, j - k, u), ")") } }   chain.mul <- function(a) { n <- length(a) - 1 u <- matrix(0, n, n) v <- matrix(0, n, n) u[, 1] <- -1   for (j in seq(2, n)) { for (i in seq(n - j + 1)) { v[[i, j]] <- Inf for (k in seq(j - 1)) { s <- v[[i, k]] + v[[i + k, j - k]] + a[[i]] * a[[i + k]] * a[[i + j]] if (s < v[[i, j]]) { u[[i, j]] <- k v[[i, j]] <- s } } } }   list(cost = v[[1, n]], solution = aux(1, n, u)) }   chain.mul(c(5, 6, 3, 1)) # $cost # [1] 48   # $solution # [1] "(1*(2*3))"   chain.mul(c(1, 5, 25, 30, 100, 70, 2, 1, 100, 250, 1, 1000, 2)) # $cost # [1] 38120   # $solution # [1] "((((((((1*2)*3)*4)*5)*6)*7)*(8*(9*10)))*(11*12))"   chain.mul(c(1000, 1, 500, 12, 1, 700, 2500, 3, 2, 5, 14, 10)) # $cost # [1] 1773740   # $solution # [1] "(1*((((((2*3)*4)*(((5*6)*7)*8))*9)*10)*11))"
http://rosettacode.org/wiki/Maze_solving
Maze solving
Task For a maze generated by this task, write a function that finds (and displays) the shortest path between two cells. Note that because these mazes are generated by the Depth-first search algorithm, they contain no circular paths, and a simple depth-first tree search can be used.
#Phix
Phix
-- -- demo\rosetta\Maze_solving.exw -- ============================= -- with javascript_semantics constant w = 11, h = 8 sequence wall = join(repeat("+",w+1),"---")&"\n", cell = join(repeat("|",w+1)," ? ")&"\n", grid = split(join(repeat(wall,h+1),cell),'\n') procedure amaze(integer x, y) grid[y][x] = ' ' -- mark cell visited sequence p = shuffle({{x-4,y},{x,y+2},{x+4,y},{x,y-2}}) for i=1 to length(p) do integer {nx,ny} = p[i] if nx>1 and nx<w*4 and ny>1 and ny<=2*h and grid[ny][nx]='?' then integer mx = (x+nx)/2 grid[(y+ny)/2][mx-1..mx+1] = ' ' -- knock down wall amaze(nx,ny) end if end for end procedure integer dx, dy -- door location (in a wall!) function solve_maze(integer x, y) sequence p = {{x-4,y},{x,y+2},{x+4,y},{x,y-2}} for d=1 to length(p) do integer {nx,ny} = p[d] integer {wx,wy} = {(x+nx)/2,(y+ny)/2} if grid[wy][wx]=' ' then grid[wy][wx] = "-:-:"[d] -- mark path if {wx,wy}={dx,dy} then return true end if if grid[ny][nx]=' ' then grid[ny][nx] = 'o' -- mark cell if solve_maze(nx,ny) then return true end if grid[ny][nx] = ' ' -- unmark cell end if grid[wy][wx] = ' ' -- unmark path end if end for return false end function function heads() return rand(2)=1 -- toin coss 50:50 true(1)/false(0) end function integer {x,y} = {(rand(w)*4)-1,rand(h)*2} amaze(x,y) -- mark start pos grid[y][x] = '*' -- add a random door (heads=rhs/lhs, tails=top/btm) if heads() then {dy,dx} = {rand(h)*2,heads()*w*4+1} grid[dy][dx] = ' ' else {dy,dx} = {heads()*h*2+1,rand(w)*4-1} grid[dy][dx-1..dx+1] = ' ' end if {} = solve_maze(x,y) puts(1,join(grid,'\n'))
http://rosettacode.org/wiki/Maximum_triangle_path_sum
Maximum triangle path sum
Starting from the top of a pyramid of numbers like this, you can walk down going one step on the right or on the left, until you reach the bottom row: 55 94 48 95 30 96 77 71 26 67 One of such walks is 55 - 94 - 30 - 26. You can compute the total of the numbers you have seen in such walk, in this case it's 205. Your problem is to find the maximum total among all possible paths from the top to the bottom row of the triangle. In the little example above it's 321. Task Find the maximum total in the triangle below: 55 94 48 95 30 96 77 71 26 67 97 13 76 38 45 07 36 79 16 37 68 48 07 09 18 70 26 06 18 72 79 46 59 79 29 90 20 76 87 11 32 07 07 49 18 27 83 58 35 71 11 25 57 29 85 14 64 36 96 27 11 58 56 92 18 55 02 90 03 60 48 49 41 46 33 36 47 23 92 50 48 02 36 59 42 79 72 20 82 77 42 56 78 38 80 39 75 02 71 66 66 01 03 55 72 44 25 67 84 71 67 11 61 40 57 58 89 40 56 36 85 32 25 85 57 48 84 35 47 62 17 01 01 99 89 52 06 71 28 75 94 48 37 10 23 51 06 48 53 18 74 98 15 27 02 92 23 08 71 76 84 15 52 92 63 81 10 44 10 69 93 Such numbers can be included in the solution code, or read from a "triangle.txt" file. This task is derived from the Euler Problem #18.
#jq
jq
# Usage: TRIANGLE | solve def solve:   # update(next) updates the input row of maxima: def update(next): . as $maxima | [ range(0; next|length) | next[.] + ([$maxima[.], $maxima[. + 1]] | max) ];   . as $in | reduce range(length -2; -1; -1) as $i ($in[-1]; update( $in[$i] ) ) ;