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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.
#M2000_Interpreter
M2000 Interpreter
  Module CheckIt { Class cArray { a=(,) Function Power(n as integer){ cArr=This ' create a copy dim new() new()=cArr.a ' get a pointer from a to new() Let cArr.a=new() ' now new() return a copy cArr.a*=0 ' make zero all elements link cArr.a to v() for i=dimension(cArr.a,1,0) to dimension(cArr.a, 1,1) : v(i,i)=1: next i while n>0 let cArr=cArr*this ' * is the operator "*" n-- end while =cArr } Operator "*"{ Read cArr b=cArr.a if dimension(.a)<>2 or dimension(b)<>2 then Error "Need two 2D arrays " let a2=dimension(.a,2), b1=dimension(b,1) if a2<>b1 then Error "Need columns of first array equal to rows of second array" let a1=dimension(.a,1), b2=dimension(b,2) let aBase=dimension(.a,1,0)-1, bBase=dimension(b,1,0)-1 let aBase1=dimension(.a,2,0)-1, bBase1=dimension(b,2,0)-1 link .a,b to a(), b() ' change interface for arrays dim base 1, c(a1, b2) for i=1 to a1 : let ia=i+abase : for j=1 to b2 : let jb=j+bBase1 : for k=1 to a2 c(i,j)+=a(ia,k+aBase1)*b(k+bBase,jb) next k : next j : next i \\ redim to base 0 dim base 0, c(a1, b2) .a<=c() } Module Print { link .a to v() for i=dimension(.a,1,0) to dimension(.a, 1,1) for j=dimension(.a,2,0) to dimension(.a, 2,1) print v(i,j),: next j: print : next i   } Class: \\ this module used as constructor, and not returned to final group (user object in M2000) Module cArray (r) { c=r Dim a(r,c) For i=0 to r-1 : For j=0 to c-1: Read a(i,j): Next j : Next i .a<=a() } } Print "matrix():" P=cArray(2,3,2,2,1) P.Print For i=0 to 9 Print "matrix()^"+str$(i,0)+"=" K=P.Power(i) K.Print next i } Checkit  
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.
#Maple
Maple
> M := <<1,2>|<3,4>>; > M ^ 2;
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.
#Delphi
Delphi
  (lib 'plot) ;; interpolation functions (lib 'compile)   ;; rational version (define (q-map-range x xmin xmax ymin ymax) (+ ymin (/ ( * (- x xmin) (- ymax ymin)) (- xmax xmin))))   ;; float version (define (map-range x xmin xmax ymin ymax) (+ ymin (// ( * (- x xmin) (- ymax ymin)) (- xmax xmin)))) ; accelerate it (compile 'map-range "-vf")   (q-map-range 4 0 10 -1 0) → -3/5 (map-range 4 0 10 -1 0) → -0.6 (linear 4 0 10 -1 0) ;; native → -0.6   (for [(x (in-range 0 10))] (writeln x (q-map-range x 0 10 -1 0) (map-range x 0 10 -1 0)))   0 -1 -1 1 -9/10 -0.9 2 -4/5 -0.8 3 -7/10 -0.7 4 -3/5 -0.6 5 -1/2 -0.5 6 -2/5 -0.4 7 -3/10 -0.3 8 -1/5 -0.2 9 -1/10 -0.1  
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.
#Yabasic
Yabasic
open window 640,512,"swiss12" backcolor 0,0,0 clear window mx=50 my=42 dim scr(mx,my) for y=0 to my for x=0 to mx scr(x,y)=int(ran(96)+33) next x next y ms=50 dim sx(ms) dim sy(ms) for a=1 to ms sx(a)=int(ran(mx)) sy(a)=int(ran(my)) next a do for s=1 to ms x=sx(s) y=sy(s)   letter(0,255,0) y=y-1   letter(0,200,0) y=y-1   letter(0,150,0) y=y-1   color 0,0,0 fill rect x*12.8-1,y*12.8+4 to x*12.8+12,y*12.8-10 letter(0,70,0) y=y-24   color 0,0,0 fill rect x*12.8-1,y*12.8+4 to x*12.8+12,y*12.8-10 next s for s=1 to ms if int(ran(5)+1)=1 sy(s)=sy(s)+1 if sy(s)>my+25 then sy(s)=0 sx(s)=int(ran(mx)) end if next s loop   sub letter(r,g,b) if y<0 or y>my return c=scr(x,y) color r,g,b text x*12.8,y*12.8,chr$(c) end sub
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.
#zkl
zkl
var [const] codes=Walker.chain( // a bunch of UTF non ascii chars [0x0391..0x03a0], [0x03a3..0x0475], [0x0400..0x0475], [0x048a..0x052f], [0x03e2..0x03ef], [0x2c80..0x2ce9], [0x2200..0x2217], [0x2100..0x213a], [0x2a00..0x2aff]) .apply(fcn(utf){ utf.toString(-8) }), // jeez this is lame codeSz=codes.len(), // 970 c=L("\e[38;2;255;255;255m",[255..30,-15].apply("\e[38;2;0;%d;0m".fmt), (250).pump(List,T(Void,"\e[38;2;0;25;0m"))).flatten(), csz=c.len(); // 267, c is ANSI escape code fg colors: 38;2;<r;g;b>m   // query the ANSI terminal rows,cols := System.popen("stty size","r").readln().split().apply("toInt");   o,s,fg := buildScreen(rows,cols); ssz:=s.len();   print("\e[?25l\e[48;5;232m"); // hide the cursor, set background color to dark while(1){ // ignore screen resizes print("\e[1;1H"); // move cursor to 1,1 foreach n in (ssz){ // print a screen full print( c[fg[n]], s[n] ); // forground color, character fg[n]=(fg[n] + 1)%csz; // fade to black } do(100){ s[(0).random(ssz)]=codes[(0).random(codeSz)] } // some new chars Atomic.sleep(0.1); // frame rate for my system, up to 200x41 terminal }   fcn buildScreen(rows,cols){ // build a row major array as list // s --> screen full of characters s:=(rows*cols).pump(List(), fcn{ codes[(0).random(codeSz)]}); // array fb-->( fg color, fg ..) where fg is an ANSI term 48;5;<n>m color fg:=List.createLong(s.len(),0); o:=csz.pump(List()).shuffle()[0,cols]; // cols random #s foreach row in (rows){ // set fg indices foreach col in (cols){ fg[row*cols + col] = o[col] } o=o.apply(fcn(n){ n-=1; if(n<0) n=csz-1; n%csz }); // fade out } return(o,s,fg); }
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
#SQL
SQL
  -- Create Table -- Distinct combination --- R :Red, B :Blue, G: Green, V: Violet, O: Orange, Y: Yellow DROP TYPE IF EXISTS color cascade;CREATE TYPE color AS ENUM ('R', 'B', 'G', 'V', 'O', 'Y');   DROP TABLE IF EXISTS guesses cascade ; CREATE TABLE guesses ( FIRST color, SECOND color, third color , fourth color ); CREATE TABLE mastermind () inherits (guesses);   INSERT INTO mastermind VALUES ('G', 'B', 'R', 'V');     INSERT INTO guesses VALUES ('Y', 'Y', 'B', 'B'); INSERT INTO guesses VALUES ('V', 'R', 'R', 'Y'); INSERT INTO guesses VALUES ('G', 'V', 'G', 'Y'); INSERT INTO guesses VALUES ('R', 'R', 'V', 'Y'); INSERT INTO guesses VALUES ('B', 'R', 'G', 'V'); INSERT INTO guesses VALUES ('G', 'B', 'R', 'V');     --- Matches Black CREATE OR REPLACE FUNCTION check_black(guesses, mastermind) RETURNS INTEGER AS $$ SELECT ( ($1.FIRST = $2.FIRST)::INT + ($1.SECOND = $2.SECOND)::INT + ($1.third = $2.third)::INT + ($1.fourth = $2.fourth)::INT ); $$ LANGUAGE SQL;   --- Matches White CREATE OR REPLACE FUNCTION check_white(guesses, mastermind) RETURNS INTEGER AS $$ SELECT ( CASE WHEN ($1.FIRST = $2.FIRST) THEN 0 ELSE 0 END + CASE WHEN ($1.SECOND = $2.SECOND) THEN 0 ELSE 0 END + CASE WHEN ($1.third = $2.third) THEN 0 ELSE 0 END + CASE WHEN ($1.fourth = $2.fourth) THEN 0 ELSE 0 END + CASE WHEN ($1.FIRST != $2.FIRST) THEN ( $1.FIRST = $2.SECOND OR $1.FIRST = $2.third OR $1.FIRST = $2.fourth )::INT ELSE 0 END + CASE WHEN ($1.SECOND != $2.SECOND) THEN ( $1.SECOND = $2.FIRST OR $1.SECOND = $2.third OR $1.SECOND = $2.fourth )::INT ELSE 0 END + CASE WHEN ($1.third != $2.third) THEN ( $1.third = $2.FIRST OR $1.third = $2.SECOND OR $1.third = $2.fourth )::INT ELSE 0 END + CASE WHEN ($1.fourth != $2.fourth) THEN ( $1.fourth = $2.FIRST OR $1.fourth = $2.SECOND OR $1.fourth = $2.third )::INT ELSE 0 END ) FROM guesses $$ LANGUAGE SQL;       SELECT guesses, check_black(guesses.*, mastermind.*), check_white(guesses.*, mastermind.*) FROM guesses, mastermind  
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.
#Raku
Raku
constant mapping = :OPEN(' '), :N< ╵ >, :E< ╶ >, :NE< └ >, :S< ╷ >, :NS< │ >, :ES< ┌ >, :NES< ├ >, :W< ╴ >, :NW< ┘ >, :EW< ─ >, :NEW< ┴ >, :SW< ┐ >, :NSW< ┤ >, :ESW< ┬ >, :NESW< ┼ >, :TODO< x >, :TRIED< · >;   enum Sym (mapping.map: *.key); my @ch = mapping.map: *.value;   enum Direction <DeadEnd Up Right Down Left>;   sub gen_maze ( $X, $Y, $start_x = (^$X).pick * 2 + 1, $start_y = (^$Y).pick * 2 + 1 ) { my @maze; push @maze, $[ flat ES, -N, (ESW, EW) xx $X - 1, SW ]; push @maze, $[ flat (NS, TODO) xx $X, NS ]; for 1 ..^ $Y { push @maze, $[ flat NES, EW, (NESW, EW) xx $X - 1, NSW ]; push @maze, $[ flat (NS, TODO) xx $X, NS ]; } push @maze, $[ flat NE, (EW, NEW) xx $X - 1, -NS, NW ]; @maze[$start_y][$start_x] = OPEN;   my @stack; my $current = [$start_x, $start_y]; loop { if my $dir = pick_direction( $current ) { @stack.push: $current; $current = move( $dir, $current ); } else { last unless @stack; $current = @stack.pop; } } return @maze;   sub pick_direction([$x,$y]) { my @neighbors = (Up if @maze[$y - 2][$x]), (Down if @maze[$y + 2][$x]), (Left if @maze[$y][$x - 2]), (Right if @maze[$y][$x + 2]); @neighbors.pick or DeadEnd; }   sub move ($dir, @cur) { my ($x,$y) = @cur; given $dir { when Up { @maze[--$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y--][$x+1] -= W; } when Down { @maze[++$y][$x] = OPEN; @maze[$y][$x-1] -= E; @maze[$y++][$x+1] -= W; } when Left { @maze[$y][--$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x--] -= N; } when Right { @maze[$y][++$x] = OPEN; @maze[$y-1][$x] -= S; @maze[$y+1][$x++] -= N; } } @maze[$y][$x] = 0; [$x,$y]; } }   sub display (@maze) { for @maze -> @y { for @y.rotor(2) -> ($w, $c) { print @ch[abs $w]; if $c >= 0 { print @ch[$c] x 3 } else { print ' ', @ch[abs $c], ' ' } } say @ch[@y[*-1]]; } }   sub solve (@maze is copy, @from = [1, 1], @to = [@maze[0] - 2, @maze - 2]) { my ($x, $y) = @from; my ($xto, $yto) = @to; my @stack;   sub drop-crumb($x,$y,$c) { @maze[$y][$x] = -$c } drop-crumb($x,$y,N);   loop { my $dir = pick_direction([$x,$y]); if $dir { ($x, $y) = move($dir, [$x,$y]); return @maze if $x == $xto and $y == $yto; } else { @maze[$y][$x] = -TRIED; ($x,$y) = @stack.pop; @maze[$y][$x] = -TRIED; ($x,$y) = @stack.pop; } }   sub pick_direction([$x,$y]) { my @neighbors = (Up unless @maze[$y - 1][$x]), (Down unless @maze[$y + 1][$x]), (Left unless @maze[$y][$x - 1]), (Right unless @maze[$y][$x + 1]); @neighbors.pick or DeadEnd; }   sub move ($dir, @cur) { my ($x,$y) = @cur; given $dir { when Up { for ^2 { push @stack, $[$x,$y--]; drop-crumb $x,$y,S; } } when Down { for ^2 { push @stack, $[$x,$y++]; drop-crumb $x,$y,N; } } when Left { for ^2 { push @stack, $[$x--,$y]; drop-crumb $x,$y,E; } } when Right { for ^2 { push @stack, $[$x++,$y]; drop-crumb $x,$y,W; } } } $x,$y; } }   display solve gen_maze( 29, 19 );
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.
#Pascal
Pascal
program TriSum; {'triangle.txt' * one element per line 55 94 48 95 30 96 ...} const cMaxTriHeight = 18; cMaxTriElemCnt = (cMaxTriHeight+1)*cMaxTriHeight DIV 2 +1; type tElem = longint; tbaseRow = array[0..cMaxTriHeight] of tElem; tmyTri = array[0..cMaxTriElemCnt] of tElem;   function ReadTri( fname:string; out t:tmyTri):integer; {read triangle values into t and returns height} var f : text; s : string; i : integer; ValCode : word; begin i := 0; fillchar(t,Sizeof(t),#0);   Assign(f,fname); {$I-} reset(f); IF ioResult <> 0 then begin writeln('IO-Error ',ioResult); close(f); ReadTri := i; EXIT; end; {$I+}   while NOT(EOF(f)) AND (i<cMaxTriElemCnt) do begin readln(f,s); val(s,t[i],ValCode); inc(i); IF ValCode <> 0 then begin writeln(ValCode,' conversion error at line ',i); fillchar(t,Sizeof(t),#0); i := 0; BREAK; end; end; close(f); ReadTri := round(sqrt(2*(i-1))); end;   function TriMaxSum(var t: tmyTri;hei:integer):integer; {sums up higher values bottom to top} var i,r,h,tmpMax : integer; idxN : integer; sumrow : tbaseRow; begin h := hei; idxN := (h*(h+1)) div 2 -1; {copy base row} move(t[idxN-h+1],sumrow[0],SizeOf(tElem)*h); dec(h); { for r := 0 to h do write(sumrow[r]:4);writeln;} idxN := idxN-h; while idxN >0 do begin i := idxN-h; r := 0; while r < h do begin tmpMax:= sumrow[r]; IF tmpMax<sumrow[r+1] then tmpMax:=sumrow[r+1]; sumrow[r]:= tmpMax+t[i]; inc(i); inc(r); end; idxN := idxN-h; dec(h); { for r := 0 to h do write(sumrow[r]:4);writeln;} end; TriMaxSum := sumrow[0]; end;   var h : integer; triangle : tmyTri; Begin { writeln(TriMaxSum(triangle,ReadTri('triangle.txt',triangle))); -> 1320} h := ReadTri('triangle.txt',triangle); writeln('height sum'); while h > 0 do begin writeln(h:4,TriMaxSum(triangle,h):7); dec(h); end; end.
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.
#Haxe
Haxe
import haxe.crypto.Md5;   class Main { static function main() { var md5 = Md5.encode("The quick brown fox jumped over the lazy dog's back"); Sys.println(md5); } }
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)
#J
J
  odd =: i:@<.@-: |."0 1&|:^:2 >:@i.@,~ t =: ((*: * i.@4:) +"0 2 odd)@-: l =: (f=:$~ # , #)@((<. , >.)@%&4 # (1: , 0:)) sh =: <:@-: * (bn=:-: # 2:) #: (2: ^ <.@%&4) lm =: sh |."0 1 l rm =: f@bn #: <:@(2: ^ <:@<.@%&4) a =: ((-.@lm * {.@t) + lm * {:@t) b =: ((-.@rm * 1&{@t) + rm * 2&{@t) c =: ((rm * 1&{@t) + -.@rm * 2&{@t) d =: ((lm * {.@t) + -.@lm * {:@t) m =: (a ,"1 c) , d ,"1 b  
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)
#Java
Java
public class MagicSquareSinglyEven {   public static void main(String[] args) { int n = 6; for (int[] row : magicSquareSinglyEven(n)) { for (int x : row) System.out.printf("%2s ", x); System.out.println(); } System.out.printf("\nMagic constant: %d ", (n * n + 1) * n / 2); }   public static int[][] magicSquareOdd(final int n) { if (n < 3 || n % 2 == 0) throw new IllegalArgumentException("base must be odd and > 2");   int value = 0; int gridSize = n * n; int c = n / 2, r = 0;   int[][] result = new int[n][n];   while (++value <= gridSize) { result[r][c] = value; if (r == 0) { if (c == n - 1) { r++; } else { r = n - 1; c++; } } else if (c == n - 1) { r--; c = 0; } else if (result[r - 1][c + 1] == 0) { r--; c++; } else { r++; } } return result; }   static int[][] magicSquareSinglyEven(final int n) { if (n < 6 || (n - 2) % 4 != 0) throw new IllegalArgumentException("base must be a positive " + "multiple of 4 plus 2");   int size = n * n; int halfN = n / 2; int subSquareSize = size / 4;   int[][] subSquare = magicSquareOdd(halfN); int[] quadrantFactors = {0, 2, 3, 1}; int[][] result = new int[n][n];   for (int r = 0; r < n; r++) { for (int c = 0; c < n; c++) { int quadrant = (r / halfN) * 2 + (c / halfN); result[r][c] = subSquare[r % halfN][c % halfN]; result[r][c] += quadrantFactors[quadrant] * subSquareSize; } }   int nColsLeft = halfN / 2; int nColsRight = nColsLeft - 1;   for (int r = 0; r < halfN; r++) for (int c = 0; c < n; c++) { if (c < nColsLeft || c >= n - nColsRight || (c == nColsLeft && r == nColsLeft)) {   if (c == 0 && r == nColsLeft) continue;   int tmp = result[r][c]; result[r][c] = result[r + halfN][c]; result[r + halfN][c] = tmp; } }   return result; } }
http://rosettacode.org/wiki/Mandelbrot_set
Mandelbrot set
Mandelbrot set You are encouraged to solve this task according to the task description, using any language you may know. Task Generate and draw the Mandelbrot set. Note that there are many algorithms to draw Mandelbrot set and there are many functions which generate it .
#Amazing_Hopper
Amazing Hopper
  #!/usr/bin/hopper   #include <hopper.h>   main: ancho=500 alto=500 min real=-2 minReal=minreal min complex=-2 max real = 2 max complex = 2   mandel=0,{ancho,alto}nanarray(mandel)   i=1,a2=0,b2=0,a=0,b=0,t1=0,t2=0 {","}toksep tic(t1)   for(i=1,{i} le than (ancho),++i)   for(j=1,{j} le than (alto),++j)   {minreal} PLUS ( {max real}, minus (minReal), MUL BY ({i}minus(1)), DIV BY ({ancho}minus(1))),mov(a) {min complex} PLUS ( {maxcomplex}, minus (mincomplex), MULBY ({j} minus(1)),DIVBY ({alto} minus (1)) ),mov(b) a2=a,b2=b,brillo=1   k=100 __iterador__:   sqrdiff(a,b), plus (a2) {2} mulby (a), mulby (b), plus (b2) mov(b),mov(a)   if( {a,b} sqr add, gthan (4)) brillo=0, jmp(__out__) endif k--,jnz(__iterador__)   __out__:   [j,i]{brillo}put(mandel) next next toc(t1,t2) {"TIME = ",t2,"\n"}print {mandel,"mandel.dat"}save {0}return  
http://rosettacode.org/wiki/Magic_squares_of_odd_order
Magic squares of odd order
A magic square is an   NxN   square matrix whose numbers (usually integers) consist of consecutive numbers arranged so that the sum of each row and column,   and   both long (main) diagonals are equal to the same sum (which is called the   magic number   or   magic constant). The numbers are usually (but not always) the first   N2   positive integers. A magic square whose rows and columns add up to a magic number but whose main diagonals do not, is known as a semimagic square. 8 1 6 3 5 7 4 9 2 Task For any odd   N,   generate a magic square with the integers   1 ──► N,   and show the results here. Optionally, show the magic number. You should demonstrate the generator by showing at least a magic square for   N = 5. Related tasks Magic squares of singly even order Magic squares of doubly even order See also MathWorld™ entry: Magic_square Odd Magic Squares (1728.org)
#Arturo
Arturo
oddMagicSquare: function [n][ ensure -> and? odd? n n >= 0   map 1..n 'i [ map 1..n 'j [ (n * ((i + (j - 1) + n / 2) % n)) + (((i - 2) + 2 * j) % n) + 1 ] ] ]   loop [3 5 7] 'n [ print ["Size:" n ", Magic sum:" n*(1+n*n)/2 "\n"] loop oddMagicSquare n 'row [ loop row 'item [ prints pad to :string item 3 ] print "" ] print "" ]
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.
#Burlesque
Burlesque
  blsq ) {{1 2}{3 4}{5 6}{7 8}}{{1 2 3}{4 5 6}}mmsp 9 12 15 19 26 33 29 40 51 39 54 69  
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.
#Rust
Rust
use std::fs;   fn main() { fs::create_dir_all("./path/to/dir").expect("An Error Occured!") }
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.
#Scala
Scala
new java.io.File("/path/to/dir").mkdirs
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.
#Seed7
Seed7
$ include "seed7_05.s7i"; include "cli_cmds.s7i";   const proc: main is func begin doMkdirCmd(argv(PROGRAM), TRUE); end func;
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.
#Sidef
Sidef
Dir.new(Dir.cwd, "path", "to", "dir").make_path; # works cross-platform
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.
#Tcl
Tcl
file mkdir ./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.
#UNIX_Shell
UNIX Shell
function mkdirp() { mkdir -p "$1"; }
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#C.2B.2B
C++
#include <iostream> #include <sstream> #include <iomanip> using namespace std;   class magicSqr { public: magicSqr( int d ) { while( d % 4 > 0 ) { d++; } sz = d; sqr = new int[sz * sz]; fillSqr(); } ~magicSqr() { delete [] sqr; }   void display() const { cout << "Doubly Even Magic Square: " << sz << " x " << sz << "\n"; cout << "It's Magic Sum is: " << magicNumber() << "\n\n"; ostringstream cvr; cvr << sz * sz; int l = cvr.str().size();   for( int y = 0; y < sz; y++ ) { int yy = y * sz; for( int x = 0; x < sz; x++ ) { cout << setw( l + 2 ) << sqr[yy + x]; } cout << "\n"; } cout << "\n\n"; } private: void fillSqr() { static const bool tempAll[4][4] = {{ 1, 0, 0, 1 }, { 0, 1, 1, 0 }, { 0, 1, 1, 0 }, { 1, 0, 0, 1 } }; int i = 0; for( int curRow = 0; curRow < sz; curRow++ ) { for( int curCol = 0; curCol < sz; curCol++ ) { sqr[curCol + sz * curRow] = tempAll[curRow % 4][curCol % 4] ? i + 1 : sz * sz - i; i++; } } } int magicNumber() const { return sz * ( ( sz * sz ) + 1 ) / 2; }   int* sqr; int sz; };   int main( int argc, char* argv[] ) { magicSqr s( 8 ); s.display(); 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
#Delphi
Delphi
type TFunc<T> = reference to function: T;   function C(x: Integer): TFunc<Integer>; begin Result := function: Integer begin Result := x; end; end;   function A(k: Integer; x1, x2, x3, x4, x5: TFunc<Integer>): Integer; var b: TFunc<Integer>; begin b := function: Integer begin Dec(k); Result := A(k, b, x1, x2, x3, x4); end; if k <= 0 then Result := x4 + x5 else Result := b; end;   begin Writeln(A(10, C(1), C(-1), C(-1), C(1), C(0))); // -67 output 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.
#Racket
Racket
  #lang racket   (define k8 (bytes 14 4 13 1 2 15 11 8 3 10 6 12 5 9 0 7)) (define k7 (bytes 15 1 8 14 6 11 3 4 9 7 2 13 12 0 5 10)) (define k6 (bytes 10 0 9 14 6 3 15 5 1 13 12 7 11 4 2 8)) (define k5 (bytes 7 13 14 3 0 6 9 10 1 2 8 5 11 12 4 15)) (define k4 (bytes 2 12 4 1 7 10 11 6 8 5 3 15 13 0 14 9)) (define k3 (bytes 12 1 10 15 9 2 6 8 0 13 3 4 14 7 5 11)) (define k2 (bytes 4 11 2 14 15 0 8 13 3 12 9 7 5 10 6 1)) (define k1 (bytes 13 2 8 4 6 15 11 1 10 9 3 14 5 0 12 7))   (define (mk-k k2 k1) (list->bytes (for*/list ([i 16] [j 16]) (+ (* (bytes-ref k2 i) 16) (bytes-ref k1 j)))))   (define k87 (mk-k k8 k7)) (define k65 (mk-k k6 k5)) (define k43 (mk-k k4 k3)) (define k21 (mk-k k2 k1))   (define (f x) (define bs (integer->integer-bytes x 4 #f #f)) (define x* (bitwise-and #xFFFFFFFF (integer-bytes->integer (bytes (bytes-ref k21 (bytes-ref bs 0)) (bytes-ref k43 (bytes-ref bs 1)) (bytes-ref k65 (bytes-ref bs 2)) (bytes-ref k87 (bytes-ref bs 3))) #f #f))) (bitwise-ior (bitwise-and #xFFFFFFFF (arithmetic-shift x* 11)) (arithmetic-shift x* (- 11 32))))  
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.
#Raku
Raku
# sboxes from http://en.wikipedia.org/wiki/GOST_(block_cipher) constant sbox = [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];   sub infix:<rol³²>(\y, \n) { (y +< n) % 2**32 +| (y +> (32 - n)) }   sub ГОСТ-round(\R, \K) { my \a = (R + K) % 2**32; my \b = :16[ sbox[$_][(a +> (4 * $_)) % 16] for 7...0 ]; b rol³² 11; }   sub feistel-step(&F, \L, \R, \K) { R, L +^ F(R, K) }   my @input = 0x21, 0x04, 0x3B, 0x04, 0x30, 0x04, 0x32, 0x04; my @key = 0xF9, 0x04, 0xC1, 0xE2;   my ($L,$R) = @input.reverse.map: { :256[$^a,$^b,$^c,$^d] } my ($K ) = @key .reverse.map: { :256[$^a,$^b,$^c,$^d] }   ($L,$R) = feistel-step(&ГОСТ-round, $L, $R, $K);   say [ ($L +< 32 + $R X+> (0, 8 ... 56)) X% 256 ].fmt('%02X');
http://rosettacode.org/wiki/Magnanimous_numbers
Magnanimous numbers
A magnanimous number is an integer where there is no place in the number where a + (plus sign) could be added between any two digits to give a non-prime sum. E.G. 6425 is a magnanimous number. 6 + 425 == 431 which is prime; 64 + 25 == 89 which is prime; 642 + 5 == 647 which is prime. 3538 is not a magnanimous number. 3 + 538 == 541 which is prime; 35 + 38 == 73 which is prime; but 353 + 8 == 361 which is not prime. Traditionally the single digit numbers 0 through 9 are included as magnanimous numbers as there is no place in the number where you can add a plus between two digits at all. (Kind of weaselly but there you are...) Except for the actual value 0, leading zeros are not permitted. Internal zeros are fine though, 1001 -> 1 + 001 (prime), 10 + 01 (prime) 100 + 1 (prime). There are only 571 known magnanimous numbers. It is strongly suspected, though not rigorously proved, that there are no magnanimous numbers above 97393713331910, the largest one known. Task Write a routine (procedure, function, whatever) to find magnanimous numbers. Use that function to find and display, here on this page the first 45 magnanimous numbers. Use that function to find and display, here on this page the 241st through 250th magnanimous numbers. Stretch: Use that function to find and display, here on this page the 391st through 400th magnanimous numbers See also OEIS:A252996 - Magnanimous numbers: numbers such that the sum obtained by inserting a "+" anywhere between two digits gives a prime.
#Perl
Perl
use strict; use warnings; use feature 'say'; use ntheory 'is_prime';   sub magnanimous { my($n) = @_; my $last; for my $c (1 .. length($n) - 1) { ++$last and last unless is_prime substr($n,0,$c) + substr($n,$c) } not $last; }   my @M; for ( my $i = 0, my $count = 0; $count < 400; $i++ ) { ++$count and push @M, $i if magnanimous($i); }   say "First 45 magnanimous numbers\n". (sprintf "@{['%4d' x 45]}", @M[0..45-1]) =~ s/(.{60})/$1\n/gr;   say "241st through 250th magnanimous numbers\n" . join ' ', @M[240..249];   say "\n391st through 400th magnanimous numbers\n". join ' ', @M[390..399];
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#BASIC256
BASIC256
arraybase 1 dim matriz= {{78,19,30,12,36}, {49,10,65,42,50}, {30,93,24,78,10}, {39,68,27,64,29}} dim mtranspuesta(matriz[,?], matriz[?,])   for fila = 1 to matriz[?,] for columna = 1 to matriz[,?] print matriz[fila, columna]; " "; mtranspuesta[columna, fila] = matriz[fila, columna] next columna print next fila print   for fila = 1 to mtranspuesta[?,] for columna = 1 to mtranspuesta[,?] print mtranspuesta[fila, columna]; " "; next columna print next fila end
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.
#Elixir
Elixir
defmodule Maze do def generate(w, h) do maze = (for i <- 1..w, j <- 1..h, into: Map.new, do: {{:vis, i, j}, true}) |> walk(:rand.uniform(w), :rand.uniform(h)) print(maze, w, h) maze end   defp walk(map, x, y) do Enum.shuffle( [[x-1,y], [x,y+1], [x+1,y], [x,y-1]] ) |> Enum.reduce(Map.put(map, {:vis, x, y}, false), fn [i,j],acc -> if acc[{:vis, i, j}] do {k, v} = if i == x, do: {{:hor, x, max(y, j)}, "+ "}, else: {{:ver, max(x, i), y}, " "} walk(Map.put(acc, k, v), i, j) else acc end end) end   defp print(map, w, h) do Enum.each(1..h, fn j -> IO.puts Enum.map_join(1..w, fn i -> Map.get(map, {:hor, i, j}, "+---") end) <> "+" IO.puts Enum.map_join(1..w, fn i -> Map.get(map, {:ver, i, j}, "| ") end) <> "|" end) IO.puts String.duplicate("+---", w) <> "+" end end   Maze.generate(20, 10)
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.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
a = {{3, 2}, {4, 1}}; MatrixPower[a, 0] MatrixPower[a, 1] MatrixPower[a, -1] MatrixPower[a, 4] MatrixPower[a, 1/2] MatrixPower[a, Pi]
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.
#MATLAB
MATLAB
function [output] = matrixexponentiation(matrixA, exponent) output = matrixA^(exponent);
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.
#EchoLisp
EchoLisp
  (lib 'plot) ;; interpolation functions (lib 'compile)   ;; rational version (define (q-map-range x xmin xmax ymin ymax) (+ ymin (/ ( * (- x xmin) (- ymax ymin)) (- xmax xmin))))   ;; float version (define (map-range x xmin xmax ymin ymax) (+ ymin (// ( * (- x xmin) (- ymax ymin)) (- xmax xmin)))) ; accelerate it (compile 'map-range "-vf")   (q-map-range 4 0 10 -1 0) → -3/5 (map-range 4 0 10 -1 0) → -0.6 (linear 4 0 10 -1 0) ;; native → -0.6   (for [(x (in-range 0 10))] (writeln x (q-map-range x 0 10 -1 0) (map-range x 0 10 -1 0)))   0 -1 -1 1 -9/10 -0.9 2 -4/5 -0.8 3 -7/10 -0.7 4 -3/5 -0.6 5 -1/2 -0.5 6 -2/5 -0.4 7 -3/10 -0.3 8 -1/5 -0.2 9 -1/10 -0.1  
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.
#ZX_Spectrum_Basic
ZX Spectrum Basic
10 CLEAR 61999 20 BORDER 0: POKE 23624,4: POKE 23693,0: CLS: REM easier than "bright 0: flash 0: ink 0: paper 0" 30 PRINT INK 4; FLASH 1;"Initialising": GO SUB 9000: LET m=USR 62000: CLS: REM set up and run machine code; USR is the call function 40 DIM s(32,2): REM current top and bottom of character sequence for each of the 32 spaces across the screen   50 FOR x=1 TO 32: REM main loop 60 IF s(x,1)=0 AND RND>.95 THEN LET s(x,1)=1: LET s(x,2)=2: GO SUB 4000: GO SUB 3000: GO TO 80: REM start a new column; decrease the .95 modifier for a busier - but slower - screen 70 IF s(x,2)>0 THEN GO SUB 1000 80 NEXT x 90 FOR l=1 TO 10: REM matrix code switches existing glyphs occasionally 100 LET x=INT (RND*22): LET y=INT (RND*32) 110 IF PEEK (22528+32*x+y)=0 THEN GO TO 140: REM no point updating a blank space 120 GO SUB 4000 130 PRINT AT x,y; INK 8; BRIGHT 8;CHR$ (33+RND*95): REM ink 8 and bright 8 tells it to keep the cell's existing ink and bright values 140 NEXT l 150 GO TO 50   999 REM continue an existing column 1000 LET s(x,2)=s(x,2)+1 1010 IF s(x,2)<21 THEN GO SUB 3000 1020 IF s(x,2)>12 THEN LET s(x,1)=s(x,1)+1 1030 LET k=2 1040 GO SUB 2000 1050 LET k=6 1060 GO SUB 2000 1070 LET k=12 1080 GO SUB 2000 1090 IF s(x,1)=22 THEN LET s(x,1)=0: LET s(x,2)=0 1100 RETURN   1999 REM update colour 2000 LET a=22527+x+32*(s(x,2)-k) 2010 LET c=PEEK a 2020 IF c=4 THEN POKE a,0 2030 IF c=68 THEN POKE a,4 2040 IF c=71 THEN POKE a,68: REM this poke could be done with 'print at s(x,2)-k-1,x-1; ink 4; bright 1; over 1; " " ' but poking is FAR easier, especially considering the above pokes would be similar 2050 RETURN   2999 REM new character at bottom of column 3000 PRINT AT s(x,2)-1,x-1; INK 7; BRIGHT 1;CHR$ (33+RND*95) 3010 RETURN   3999 REM select character set 4000 POKE 23607,242+3*INT (RND*4): REM the spectrum character set is pointed to by the two-byte system value CHARS at 23606 and 23607, so repoking this selects a new character set - the machine code below has created four copies of the character set at suitable locations 4010 RETURN   8999 REM machine code routine to create multiple character sets 9000 RESTORE 9800 9010 LET h$="0123456789ABCDEF" 9020 LET o=62000 9030 IF PEEK o=33 AND PEEK 62121=201 THEN RETURN: REM saves storing it all again if the machine code is already there 9040 READ a$ 9050 IF a$="eof" THEN RETURN 9060 FOR x=1 TO 8 9070 LET n=0 9080 LET s=(x*2)-1 9090 LET t=s+1 9100 FOR m=1 TO 16 9110 IF h$(m)=a$(s) THEN LET n=n+16*(m-1) 9120 IF h$(m)=a$(t) THEN LET n=n+m-1 9130 NEXT m 9140 POKE o,n 9150 LET o=o+1 9160 NEXT x 9170 GO TO 9040   9800 DATA "21003D1100F30100" 9810 DATA "03EDB02100F31100" 9820 DATA "F6010009EDB01100" 9830 DATA "F901FF051A6F0707" 9840 DATA "ADE6AAAD6F070707" 9850 DATA "CB0DADE666AD1213" 9860 DATA "0B78B120E721FFF5" 9870 DATA "010000E5CD8BF2E1" 9880 DATA "E5CD8BF2E1E5CD8B" 9890 DATA "F2E1CD8BF2232323" 9900 DATA "23AF470C79FEC0C2" 9910 DATA "6BF2C9E5D1043E09" 9920 DATA "90835F8A93577885" 9930 DATA "6F8C95671AE521AA" 9940 DATA "F277E17E123AAAF2" 9950 DATA "77C9000000000000" 9960 DATA "eof"   9999 POKE 23606,0: POKE 23607,60: INK 4: REM reset to default character set and colour if you get lost
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
#Wren
Wren
import "random" for Random import "/ioutil" for Input import "/str" for Str   var Rand = Random.new()   class Mastermind { construct new(codeLen, colorsCnt, guessCnt, repeatClr) { var color = "ABCDEFGHIJKLMNOPQRST" _codeLen = codeLen.clamp(4, 10) var cl = colorsCnt if (!repeatClr && cl < _codeLen) cl = _codeLen _colorsCnt = cl.clamp(2, 20) _guessCnt = guessCnt.clamp(7, 20) _repeatClr = repeatClr _colors = color.take(_colorsCnt).join() _combo = "" _guesses = [] _results = [] }   play() { var win = false _combo = getCombo_() while (_guessCnt != 0) { showBoard_() if (checkInput_(getInput_())) { win = true break } _guessCnt = _guessCnt - 1 } System.print("\n\n--------------------------------") if (win) { System.print("Very well done!\nYou found the code: %(_combo)") } else { System.print("I am sorry, you couldn't make it!\nThe code was: %(_combo)") } System.print("--------------------------------\n") }   showBoard_() { for (x in 0..._guesses.count) { System.print("\n--------------------------------") System.write("%(x + 1): ") for (y in _guesses[x]) System.write("%(y) ") System.write(" : ") for (y in _results[x]) System.write("%(y) ") var z = _codeLen - _results[x].count if (z > 0) System.write("- " * z) } System.print("\n") }   getInput_() { while (true) { var a = Str.upper(Input.text("Enter your guess (%(_colors)): ", 1)).take(_codeLen) if (a.all { |c| _colors.contains(c) } ) return a.join() } }   checkInput_(a) { _guesses.add(a.toList) var black = 0 var white = 0 var gmatch = List.filled(_codeLen, false) var cmatch = List.filled(_codeLen, false) for (i in 0..._codeLen) { if (a[i] == _combo[i]) { gmatch[i] = true cmatch[i] = true black = black + 1 } } for (i in 0..._codeLen) { if (gmatch[i]) continue for (j in 0..._codeLen) { if (i == j || cmatch[j]) continue if (a[i] == _combo[j]) { cmatch[j] = true white = white + 1 break } } } var r = [] r.addAll(("X" * black).toList) r.addAll(("O" * white).toList) _results.add(r) return black == _codeLen }   getCombo_() { var c = "" var clr = _colors for (s in 0..._codeLen) { var z = Rand.int(clr.count) c = c + clr[z] if (!_repeatClr) Str.delete(clr, z) } return c } }   var m = Mastermind.new(4, 8, 12, false) m.play()
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.
#Red
Red
Red ["Maze solver"]   do %mazegen.red print [ "start:" start: random size - 1x1 "end:" end: random size - 1x1 ] isnew?: function [pos] [not find visited pos] open?: function [pos d] [ o: pos/y * size/x + pos/x + 1 0 = pick walls/:o d ] expand: function [pos][ either any [ all [pos/x > 0 isnew? p: pos - 1x0 open? p 1] all [pos/x < (size/x - 1) isnew? p: pos + 1x0 open? pos 1] all [pos/y > 0 isnew? p: pos - 0x1 open? p 2] all [pos/y < (size/y - 1) isnew? p: pos + 0x1 open? pos 2] ][append visited p insert path p][remove path] path/1 ] path: reduce [start] visited: [] until [end = expand path/1] print reverse path
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.
#Perl
Perl
use 5.10.0; use List::Util 'max';   my @sum; while (<>) { my @x = split; @sum = ($x[0] + $sum[0], map($x[$_] + max(@sum[$_-1, $_]), 1 .. @x-2), $x[-1] + $sum[-1]); }   say max(@sum);
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.
#Icon_and_Unicon
Icon and Unicon
procedure main() # validate against the RFC test strings and more testMD5("The quick brown fox jumps over the lazy dog", 16r9e107d9d372bb6826bd81d3542a419d6) testMD5("The quick brown fox jumps over the lazy dog.", 16re4d909c290d0fb1ca068ffaddf22cbd0) testMD5("", 16rd41d8cd98f00b204e9800998ecf8427e) end   procedure testMD5(s,rh) # compute the MD5 hash and compare it to reference value write("Message(length=",*s,") = ",image(s)) write("Digest = ",hexstring(h := MD5(s)),if h = rh then " matches reference hash" else (" does not match reference hash = " || hexstring(rh)),"\n") end
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)
#Julia
Julia
function oddmagicsquare(order) if iseven(order) order += 1 end q = zeros(Int, (order, order)) p = 1 i = div(order, 2) + 1 j = 1 while p <= order * order q[i, j] = p ti = (i + 1 > order) ? 1 : i + 1 tj = (j - 1 < 1) ? order : j - 1 if q[ti, tj] != 0 ti = i tj = j + 1 end i = ti j = tj p = p + 1 end q, order end   function singlyevenmagicsquare(order) if isodd(order) order += 1 end if order % 4 == 0 order += 2 end q = zeros(Int, (order, order)) z = div(order, 2) b = z * z c = 2 * b d = 3 * b sq, ord = oddmagicsquare(z)   for j in 1:z, i in 1:z a = sq[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 end lc = div(z, 2) rc = lc - 1 for j in 1:z, i in 1:order if i <= lc || i > order - rc || (i == lc && j == lc) if i != 0 || j != lc + 1 t = q[i, j] q[i, j] = q[i, j + z] q[i, j + z] = t end end end q, order end   function check(q) side = size(q)[1] sums = Vector{Int}() for n in 1:side push!(sums, sum(q[n, :])) push!(sums, sum(q[:, n])) end println(all(x->x==sums[1], sums) ? "Checks ok: all sides add to $(sums[1])." : "Bad sum.") end   function display(q) r, c = size(q) for i in 1:r, j in 1:c nstr = lpad(string(q[i, j]), 4) print(j % c > 0 ? nstr : "$nstr\n") end end   for o in (6, 10) println("\nWith order $o:") msq = singlyevenmagicsquare(o)[1] display(msq) check(msq) end  
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)
#Kotlin
Kotlin
// version 1.0.6   fun magicSquareOdd(n: Int): Array<IntArray> { if (n < 3 || n % 2 == 0) throw IllegalArgumentException("Base must be odd and > 2")   var value = 0 val gridSize = n * n var c = n / 2 var r = 0 val result = Array(n) { IntArray(n) } while (++value <= gridSize) { result[r][c] = value if (r == 0) { if (c == n - 1) r++ else { r = n - 1 c++ } } else if (c == n - 1) { r-- c = 0 } else if (result[r - 1][c + 1] == 0) { r-- c++ } else r++ } return result }   fun magicSquareSinglyEven(n: Int): Array<IntArray> { if (n < 6 || (n - 2) % 4 != 0) throw IllegalArgumentException("Base must be a positive multiple of 4 plus 2")   val size = n * n val halfN = n / 2 val subSquareSize = size / 4 val subSquare = magicSquareOdd(halfN) val quadrantFactors = intArrayOf(0, 2, 3, 1) val result = Array(n) { IntArray(n) } for (r in 0 until n) for (c in 0 until n) { val quadrant = r / halfN * 2 + c / halfN result[r][c] = subSquare[r % halfN][c % halfN] result[r][c] += quadrantFactors[quadrant] * subSquareSize } val nColsLeft = halfN / 2 val nColsRight = nColsLeft - 1 for (r in 0 until halfN) for (c in 0 until n) if (c < nColsLeft || c >= n - nColsRight || (c == nColsLeft && r == nColsLeft)) { if (c == 0 && r == nColsLeft) continue val tmp = result[r][c] result[r][c] = result[r + halfN][c] result[r + halfN][c] = tmp } return result }   fun main(args: Array<String>) { val n = 6 for (ia in magicSquareSinglyEven(n)) { for (i in ia) print("%2d ".format(i)) println() } println("\nMagic constant ${(n * n + 1) * n / 2}") }
http://rosettacode.org/wiki/Mandelbrot_set
Mandelbrot set
Mandelbrot set You are encouraged to solve this task according to the task description, using any language you may know. Task Generate and draw the Mandelbrot set. Note that there are many algorithms to draw Mandelbrot set and there are many functions which generate it .
#Arturo
Arturo
inMandelbrot?: function [c][ z: to :complex [0 0] do.times: 50 [ z: c + z*z if 4 < abs z -> return false ] return true ]   mandelbrot: function [settings][ y: 0 while [y < settings\height][ Y: settings\yStart + y * settings\yStep x: 0 while [x < settings\width][ X: settings\xStart + x * settings\xStep if? inMandelbrot? to :complex @[X Y] -> prints "*" else -> prints " " x: x + 1 ] print "" y: y + 1 ] ]   mandelbrot #[ yStart: 1.0 yStep: neg 0.05 xStart: neg 2.0 xStep: 0.0315 height: 40 width: 80 ]
http://rosettacode.org/wiki/Magic_squares_of_odd_order
Magic squares of odd order
A magic square is an   NxN   square matrix whose numbers (usually integers) consist of consecutive numbers arranged so that the sum of each row and column,   and   both long (main) diagonals are equal to the same sum (which is called the   magic number   or   magic constant). The numbers are usually (but not always) the first   N2   positive integers. A magic square whose rows and columns add up to a magic number but whose main diagonals do not, is known as a semimagic square. 8 1 6 3 5 7 4 9 2 Task For any odd   N,   generate a magic square with the integers   1 ──► N,   and show the results here. Optionally, show the magic number. You should demonstrate the generator by showing at least a magic square for   N = 5. Related tasks Magic squares of singly even order Magic squares of doubly even order See also MathWorld™ entry: Magic_square Odd Magic Squares (1728.org)
#AutoHotkey
AutoHotkey
  msgbox % OddMagicSquare(5) msgbox % OddMagicSquare(7) return   OddMagicSquare(oddN){ sq := oddN**2 obj := {} loop % oddN obj[A_Index] := {} ; dis is row mid := Round((oddN+1)/2) sum := Round(sq*(sq+1)/2/oddN) obj[1][mid] := 1 cR := 1 , cC := mid loop % sq-1 { done := 0 , a := A_index+1 while !done { nR := cR-1 , nC := cC+1 if !nR nR := oddN if (nC>oddN) nC := 1 if obj[nR][nC] ;filled cR += 1 else cR := nR , cC := nC if !obj[cR][cC] obj[cR][cC] := a , done := 1 } }   str := "Magic Constant for " oddN "x" oddN " is " sum "`n" for k,v in obj { for k2,v2 in v str .= " " v2 str .= "`n" } return str }  
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.
#C
C
#include <stdio.h>   #define MAT_ELEM(rows,cols,r,c) (r*cols+c)   //Improve performance by assuming output matrices do not overlap with //input matrices. If this is C++, use the __restrict extension instead #ifdef __cplusplus typedef double * const __restrict MAT_OUT_t; #else typedef double * const restrict MAT_OUT_t; #endif typedef const double * const MAT_IN_t;   static inline void mat_mult( const int m, const int n, const int p, MAT_IN_t a, MAT_IN_t b, MAT_OUT_t c) { for (int row=0; row<m; row++) { for (int col=0; col<p; col++) { c[MAT_ELEM(m,p,row,col)] = 0; for (int i=0; i<n; i++) { c[MAT_ELEM(m,p,row,col)] += a[MAT_ELEM(m,n,row,i)]*b[MAT_ELEM(n,p,i,col)]; } } } }   static inline void mat_show( const int m, const int p, MAT_IN_t a) { for (int row=0; row<m;row++) { for (int col=0; col<p;col++) { printf("\t%7.3f", a[MAT_ELEM(m,p,row,col)]); } putchar('\n'); } }   int main(void) { double a[4*4] = {1, 1, 1, 1, 2, 4, 8, 16, 3, 9, 27, 81, 4, 16, 64, 256};   double b[4*3] = { 4.0, -3.0, 4.0/3, -13.0/3, 19.0/4, -7.0/3, 3.0/2, -2.0, 7.0/6, -1.0/6, 1.0/4, -1.0/6};   double c[4*3] = {0};   mat_mult(4,4,3,a,b,c); mat_show(4,3,c); return 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.
#Visual_Basic_.NET
Visual Basic .NET
Module Module1   Sub Main() System.IO.Directory.CreateDirectory("some/where") End Sub   End Module
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.
#Wren
Wren
import "io" for FileSystem   class Main { construct new() {}   init() { FileSystem.createDirectory("path/to/dir") }   update() {}   draw(alpha) {} }   var Game = Main.new()
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.
#zkl
zkl
System.cmd("mkdir -p ../foo/bar")
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#D
D
import std.stdio;   void main() { int n=8; foreach(row; magicSquareDoublyEven(n)) { foreach(col; row) { writef("%2s ", col); } writeln; } writeln("\nMagic constant: ", (n*n+1)*n/2); }   int[][] magicSquareDoublyEven(int n) { import std.exception; enforce(n>=4 && n%4 == 0, "Base must be a positive multiple of 4");   int bits = 0b1001_0110_0110_1001; int size = n * n; int mult = n / 4; // how many multiples of 4   int[][] result; result.length = n; foreach(i; 0..n) { result[i].length = n; }   for (int r=0, i=0; r<n; r++) { for (int c=0; c<n; c++, i++) { int bitPos = c / mult + (r / mult) * 4; result[r][c] = (bits & (1 << bitPos)) != 0 ? i + 1 : size - i; } }   return result; }
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
#Dyalect
Dyalect
func _C(i) { () => i }   func _A(k, x1, x2, x3, x4, x5) { var b b = () => { k -= 1 _A(k, b, x1, x2, x3, x4) } if k <= 0 { x4() + x5() } else { b() } }   for i in 1..20 { let res = _A(i, _C(1), _C(-1), _C(-1), _C(1), _C(0)) print("\(i)\t= \(res)") }
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
#Dylan
Dylan
define method a (k :: <integer>, x1 :: <function>, x2 :: <function>, x3 :: <function>, x4 :: <function>, x5 :: <function>) => (i :: <integer>)   local b() => (i :: <integer>) k := k - 1; a(k, b, x1, x2, x3, x4) end;   if (k <= 0) x4() + x5() else b() end if   end method a;   define method man-or-boy (x :: <integer>) => (i :: <integer>)   a(x, method() 1 end, method() -1 end, method() -1 end, method() 1 end, method() 0 end)   end method man-or-boy;   format-out("%d\n", man-or-boy(10))
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.
#REXX
REXX
/*REXX program implements main step GOST 28147-89 based on a Feistel network. */ numeric digits 12 /* ┌── a list of 4─bit S─box values used by */ /* ↓ the Central Bank of Russian Federation.*/ @.0 = 4 10 9 2 13 8 0 14 6 11 1 12 7 15 5 3 @.1 = 14 11 4 12 6 13 15 10 2 3 8 1 0 7 5 9 @.2 = 5 8 1 13 10 3 4 2 14 15 12 7 6 0 9 11 @.3 = 7 13 10 1 0 8 9 15 14 4 6 12 11 2 5 3 @.4 = 6 12 7 1 5 15 13 8 4 10 9 14 0 3 11 2 @.5 = 4 11 10 0 7 2 1 13 3 6 8 5 9 12 15 14 @.6 = 13 11 4 1 3 15 5 9 0 10 14 7 6 8 2 12 @.7 = 1 15 13 0 5 7 10 4 9 2 3 14 6 11 8 12 /* [↓] build the sub-keys array from above. */ do r=0 for 8; do c=0 for 16;  !.r.c=word(@.r, c + 1); end; end z=0 #1=x2d( 43b0421 ); #2=x2d( 4320430 ); k=#1 + x2d( 0e2c104f9 ) do while k > x2d( 7ffFFffF ); k=k - 2**32; end do while k < x2d( 80000000 ); k=k + 2**32; end   do j=0 for 4; jj=j + j; jjp=jj + 1 /*calculate the array'a "subscripts". */ $=x2d( right( d2x( k % 2 ** (j * 8) ), 2) ) cm=$ // 16; cd=$ % 16 /*perform modulus and integer division.*/ z=z + (!.jj.cm + 16 * !.jjp.cd) * 2**(j*8) end /*i*/ /* [↑] encryption algorithm for S-box.*/ /* [↓] encryption algorithm round. */ k = c2d( bitxor( bitor( d2c(z * 2**11, 4), d2c(z % 2**21, 4) ), d2c(#2, 4) ) ) say center(d2x(k) ' ' d2x(#1), 79) /*stick a fork in it, we're all done. */
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.
#Phix
Phix
with javascript_semantics function magnanimous(integer n) integer p = 1, r = 0 while n>=10 do r += remainder(n,10)*p n = floor(n/10) if not is_prime(n+r) then return false end if p *= 10 end while return true end function sequence mag = {} integer n = 0 while length(mag)<400 do if magnanimous(n) then mag &= n end if n += 1 end while puts(1,"First 45 magnanimous numbers: ") pp(mag[1..45],{pp_Indent,30,pp_IntCh,false,pp_Maxlen,100}) printf(1,"magnanimous numbers[241..250]: %v\n", {mag[241..250]}) printf(1,"magnanimous numbers[391..400]: %v\n", {mag[391..400]})
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#BBC_BASIC
BBC BASIC
INSTALL @lib$+"ARRAYLIB"   DIM matrix(3,4), transpose(4,3) matrix() = 78,19,30,12,36,49,10,65,42,50,30,93,24,78,10,39,68,27,64,29   PROC_transpose(matrix(), transpose())   FOR row% = 0 TO DIM(matrix(),1) FOR col% = 0 TO DIM(matrix(),2) PRINT ;matrix(row%,col%) " "; NEXT PRINT NEXT row%   PRINT   FOR row% = 0 TO DIM(transpose(),1) FOR col% = 0 TO DIM(transpose(),2) PRINT ;transpose(row%,col%) " "; NEXT PRINT NEXT row%
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.
#Elm
Elm
import Maybe as M import Result as R import Matrix import Mouse import Random exposing (Seed) import Matrix.Random import Time exposing (Time, every, second) import Set exposing (Set, fromList) import List exposing (..) import String exposing (join) import Html exposing (Html, br, input, h1, h2, text, div, button) import Html.Events as HE import Html.Attributes as HA import Html.App exposing (program) import Json.Decode as JD import Svg import Svg.Attributes exposing (version, viewBox, cx, cy, r, x, y, x1, y1, x2, y2, fill,points, style, width, height, preserveAspectRatio)   minSide = 10 maxSide = 40 w = 700 h = 700 dt = 0.001   type alias Direction = Int down = 0 right = 1   type alias Door = (Matrix.Location, Direction)   type State = Initial | Generating | Generated | Solved   type alias Model = { rows : Int , cols : Int , animate : Bool , boxes : Matrix.Matrix Bool , doors : Set Door , current : List Matrix.Location , state : State , seedStarter : Int , seed : Seed }   initdoors : Int -> Int -> Set Door initdoors rows cols = let pairs la lb = List.concatMap (\at -> List.map ((,) at) lb) la downs = pairs (pairs [0..rows-2] [0..cols-1]) [down] rights = pairs (pairs [0..rows-1] [0..cols-2]) [right] in downs ++ rights |> fromList   initModel : Int -> Int -> Bool -> State -> Int -> Model initModel rows cols animate state starter = let rowGenerator = Random.int 0 (rows-1) colGenerator = Random.int 0 (cols-1) locationGenerator = Random.pair rowGenerator colGenerator (c, s)= Random.step locationGenerator (Random.initialSeed starter) in { rows = rows , cols = cols , animate = animate , boxes = Matrix.matrix rows cols (\location -> state == Generating && location == c) , doors = initdoors rows cols , current = if state == Generating then [c] else [] , state = state , seedStarter = starter -- updated every Tick until maze generated. , seed = s }   view model = let borderLineStyle = style "stroke:green;stroke-width:0.3" wallLineStyle = style "stroke:green;stroke-width:0.1"   x1Min = x1 <| toString 0 y1Min = y1 <| toString 0 x1Max = x1 <| toString model.cols y1Max = y1 <| toString model.rows x2Min = x2 <| toString 0 y2Min = y2 <| toString 0 x2Max = x2 <| toString model.cols y2Max = y2 <| toString model.rows   borders = [ Svg.line [ x1Min, y1Min, x2Max, y2Min, borderLineStyle ] [] , Svg.line [ x1Max, y1Min, x2Max, y2Max, borderLineStyle ] [] , Svg.line [ x1Max, y1Max, x2Min, y2Max, borderLineStyle ] [] , Svg.line [ x1Min, y1Max, x2Min, y2Min, borderLineStyle ] [] ]   doorToLine door = let (deltaX1, deltaY1) = if (snd door == right) then (1,0) else (0,1) (row, column) = fst door in Svg.line [ x1 <| toString (column + deltaX1) , y1 <| toString (row + deltaY1) , x2 <| toString (column + 1) , y2 <| toString (row + 1) , wallLineStyle ] []   doors = (List.map doorToLine <| Set.toList model.doors )   circleInBox (row,col) color = Svg.circle [ r "0.25" , fill (color) , cx (toString (toFloat col + 0.5)) , cy (toString (toFloat row + 0.5)) ] []   showUnvisited location box = if box then [] else [ circleInBox location "yellow" ]   unvisited = model.boxes |> Matrix.mapWithLocation showUnvisited |> Matrix.flatten |> concat   current = case head model.current of Nothing -> [] Just c -> [circleInBox c "black"]   maze = if model.animate || model.state /= Generating then [ Svg.g [] <| doors ++ borders ++ unvisited ++ current ] else [ Svg.g [] <| borders ] in div [] [ h2 [centerTitle] [text "Maze Generator"] , div [floatLeft] ( slider "rows" minSide maxSide model.rows SetRows ++ [ br [] [] ]   ++ slider "cols" minSide maxSide model.cols SetCols ++ [ br [] [] ]   ++ checkbox "Animate" model.animate SetAnimate ++ [ br [] [] ]   ++ [ button [ HE.onClick Generate ] [ text "Generate"] ] ) , div [floatLeft] [ Svg.svg [ version "1.1" , width (toString w) , height (toString h) , viewBox (join " " [ 0 |> toString , 0 |> toString , model.cols |> toString , model.rows |> toString ]) ] maze ] ]   checkbox label checked msg = [ input [ HA.type' "checkbox" , HA.checked checked , HE.on "change" (JD.map msg HE.targetChecked) ] [] , text label ]   slider name min max current msg = [ input [ HA.value (if current >= min then current |> toString else "") , HE.on "input" (JD.map msg HE.targetValue ) , HA.type' "range" , HA.min <| toString min , HA.max <| toString max ] [] , text <| name ++ "=" ++ (current |> toString) ]   floatLeft = HA.style [ ("float", "left") ] centerTitle = HA.style [ ( "text-align", "center") ]   unvisitedNeighbors : Model -> Matrix.Location -> List Matrix.Location unvisitedNeighbors model (row,col) = [(row, col-1), (row-1, col), (row, col+1), (row+1, col)] |> List.filter (\l -> fst l >= 0 && snd l >= 0 && fst l < model.rows && snd l < model.cols) |> List.filter (\l -> (Matrix.get l model.boxes) |> M.withDefault False |> not)   updateModel' : Model -> Int -> Model updateModel' model t = case head model.current of Nothing -> {model | state = Generated, seedStarter = t } Just prev -> let neighbors = unvisitedNeighbors model prev in if (length neighbors) > 0 then let (neighborIndex, seed) = Random.step (Random.int 0 (length neighbors-1)) model.seed next = head (drop neighborIndex neighbors) |> M.withDefault (0,0) boxes = Matrix.set next True model.boxes dir = if fst prev == fst next then right else down doorCell = if ( (dir == down) && (fst prev < fst next)) || (dir == right ) && (snd prev < snd next) then prev else next doors = Set.remove (doorCell, dir) model.doors in {model | boxes=boxes, doors=doors, current=next :: model.current, seed=seed, seedStarter = t} else let tailCurrent = tail model.current |> M.withDefault [] in updateModel' {model | current = tailCurrent} t   updateModel : Msg -> Model -> Model updateModel msg model = let stringToCellCount s = let v' = String.toInt s |> R.withDefault minSide in if v' < minSide then minSide else v' in case msg of Tick tf -> let t = truncate tf in if (model.state == Generating) then updateModel' model t else { model | seedStarter = t }   Generate -> initModel model.rows model.cols model.animate Generating model.seedStarter   SetRows countString -> initModel (stringToCellCount countString) model.cols model.animate Initial model.seedStarter   SetCols countString -> initModel model.rows (stringToCellCount countString) model.animate Initial model.seedStarter   SetAnimate b -> { model | animate = b }   NoOp -> model   type Msg = NoOp | Tick Time | Generate | SetRows String | SetCols String | SetAnimate Bool   subscriptions model = every (dt * second) Tick   main = let update msg model = (updateModel msg model, Cmd.none) init = (initModel 21 36 False Initial 0, Cmd.none) in program { init = init , view = view , update = update , subscriptions = subscriptions }
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.
#Maxima
Maxima
a: matrix([3, 2], [4, 1])$   a ^^ 4; /* matrix([417, 208], [416, 209]) */   a ^^ -1; /* matrix([-1/5, 2/5], [4/5, -3/5]) */
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.
#Nim
Nim
import sequtils, strutils   type Matrix[N: static int; T] = array[1..N, array[1..N, T]]   func `*`[N, T](a, b: Matrix[N, T]): Matrix[N, T] = for i in 1..N: for j in 1..N: for k in 1..N: result[i][j] += a[i][k] * b[k][j]     func identityMatrix[N; T](): Matrix[N, T] = for i in 1..N: result[i][i] = T(1)     func `^`[N, T](m: Matrix[N, T]; n: Natural): Matrix[N, T] = if n == 0: return identityMatrix[N, T]() if n == 1: return m var n = n var m = m result = identityMatrix[N, T]() while n > 0: if (n and 1) != 0: result = result * m n = n shr 1 m = m * m     proc `$`(m: Matrix): string = var lg = 0 for i in 1..m.N: for j in 1..m.N: lg = max(lg, len($m[i][j])) for i in 1..m.N: echo m[i].mapIt(align($it, lg)).join(" ")     when isMainModule:   let m1: Matrix[3, int] = [[ 3, 2, -1], [-1, 0, 5], [ 2, -1, 3]] echo m1^10   import math const C30 = sqrt(3.0) / 2 S30 = 1 / 2 let m2: Matrix[2, float] = [[C30, -S30], [S30, C30]] # 30° rotation matrix. echo m2^12 # Nearly the identity matrix.
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.
#Elixir
Elixir
defmodule RC do def map_range(a1 .. a2, b1 .. b2, s) do b1 + (s - a1) * (b2 - b1) / (a2 - a1) end end   Enum.each(0..10, fn s ->  :io.format "~2w map to ~7.3f~n", [s, RC.map_range(0..10, -1..0, s)] 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.
#Emacs_Lisp
Emacs Lisp
(defun maprange (a1 a2 b1 b2 s) (+ b1 (/ (* (- s a1) (- b2 b1)) (- a2 a1))))   (dotimes (i 10) (message "%s" (maprange 0.0 10.0 -1.0 0.0 i)))
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
#zkl
zkl
class MasterMind{ fcn init(code_len,guess_count){ var codeLen =code_len.max(4).min(10); var guessCnt=guess_count.max(7).min(20); var colors ="ABCDEFGHIJKLMNOPQRST"[0,codeLen]; } fcn play{ guesses,win,blackWhite:=List(),False,Void; code:=codeLen.pump(String,'wrap(_){ colors[(0).random(codeLen)] }); do(guessCnt){ str:=getInput(); win,blackWhite = checkInput(str,code); guesses.append(T(str,blackWhite)); showBoard(guesses); if(win) break; } if(win) println("--------------------------------\n", "Very well done!\nYou found the code: ",code); else println("--------------------------------\n", "I am sorry, you didn't discover the code!\nThe code was: ",code); } fcn [private] showBoard(guesses){ foreach n,gbw in ([1..].zip(guesses)){ guess,blackWhite := gbw; println("%2d: %s :% s %s".fmt(n, guess.split("").concat(" "), blackWhite.split("").concat(" "), "- "*(codeLen - blackWhite.len()))); } } fcn [private] getInput{ while(True){ a:=ask("Enter your guess (" + colors + "): ").toUpper()[0,codeLen]; if(not (a-colors) and a.len()>=codeLen) return(a); } } fcn [private] checkInput(guess,code){ // black: guess is correct in both color and position // white: correct color, wrong position matched,black := guess.split("").zipWith('==,code), matched.sum(0); // remove black from code, prepend null to make counting easy code = L("-").extend(matched.zipWith('wrap(m,peg){ m and "-" or peg },code)); white:=0; foreach m,p in (matched.zip(guess)){ if(not m and (z:=code.find(p))){ white+=1; code[z]="-"; } } return(black==codeLen,"X"*black + "O"*white) } }(4,12).play();
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.
#Ruby
Ruby
class Maze # Solve via breadth-first algorithm. # Each queue entry is a path, that is list of coordinates with the # last coordinate being the one that shall be visited next. def solve   # Clean up. reset_visiting_state   # Enqueue start position. @queue = [] enqueue_cell([], @start_x, @start_y)   # Loop as long as there are cells to visit and no solution has # been found yet. path = nil until path || @queue.empty? path = solve_visit_cell end   if path # Mark the cells that make up the shortest path. for x, y in path @path[x][y] = true end else puts "No solution found?!" end end   private   # Maze solving visiting method. def solve_visit_cell # Get the next path. path = @queue.shift # The cell to visit is the last entry in the path. x, y = path.last   # Have we reached the end yet? return path if x == @end_x && y == @end_y   # Mark cell as visited. @visited[x][y] = true   for dx, dy in DIRECTIONS if dx.nonzero? # Left / Right new_x = x + dx if move_valid?(new_x, y) && !@vertical_walls[ [x, new_x].min ][y] enqueue_cell(path, new_x, y) end else # Top / Bottom new_y = y + dy if move_valid?(x, new_y) && !@horizontal_walls[x][ [y, new_y].min ] enqueue_cell(path, x, new_y) end end end   nil # No solution yet. end   # Enqueue a new coordinate to visit. def enqueue_cell(path, x, y) # Add new coordinates to the current path and enqueue the new path. @queue << path + [[x, y]] end end   # Demonstration: maze = Maze.new 20, 10 maze.solve maze.print
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.
#Phix
Phix
with javascript_semantics sequence tri = {{55}, {94, 48}, {95, 30, 96}, {77, 71, 26, 67}, {97, 13, 76, 38, 45}, { 7, 36, 79, 16, 37, 68}, {48, 7, 9, 18, 70, 26, 6}, {18, 72, 79, 46, 59, 79, 29, 90}, {20, 76, 87, 11, 32, 7, 7, 49, 18}, {27, 83, 58, 35, 71, 11, 25, 57, 29, 85}, {14, 64, 36, 96, 27, 11, 58, 56, 92, 18, 55}, { 2, 90, 3, 60, 48, 49, 41, 46, 33, 36, 47, 23}, {92, 50, 48, 2, 36, 59, 42, 79, 72, 20, 82, 77, 42}, {56, 78, 38, 80, 39, 75, 2, 71, 66, 66, 1, 3, 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, 1, 1, 99, 89, 52}, { 6, 71, 28, 75, 94, 48, 37, 10, 23, 51, 6, 48, 53, 18, 74, 98, 15}, {27, 2, 92, 23, 8, 71, 76, 84, 15, 52, 92, 63, 81, 10, 44, 10, 69, 93}} -- update each row from last but one upwards, with the larger -- child, so the first step is to replace 6 with 6+27 or 6+2. for r=length(tri)-1 to 1 by -1 do for c=1 to length(tri[r]) do tri[r][c] += max(tri[r+1][c..c+1]) end for end for ?tri[1][1]
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.
#Io
Io
Io> MD5 ==> MD5_0x97663e0: appendSeq = MD5_appendSeq() md5 = MD5_md5() md5String = MD5_md5String() Io> MD5 clone appendSeq("The quick brown fox jumped over the lazy dog's back") md5String ==> e38ca1d920c4b8b8d3946b2c72f01680
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)
#Lua
Lua
import sequtils, strutils   type Square = seq[seq[int]]   func magicSquareOdd(n: Positive): Square = ## Build a magic square of odd order.   assert n >= 3 and (n and 1) != 0, "base must be odd and greater than 2." result = newSeqWith(n, newSeq[int](n))   var r = 0 c = n div 2 value = 0   while value < n * n: inc value result[r][c] = value if r == 0: if c == n - 1: inc r else: r = n - 1 inc c elif c == n - 1: dec r c = 0 elif result[r - 1][c + 1] == 0: dec r inc c else: inc r     func magicSquareSinglyEven(n: int): Square = ## Build a magic square of singly even order.   assert n >= 6 and ((n - 2) and 3) == 0, "base must be a positive multiple of 4 plus 2." result = newSeqWith(n, newSeq[int](n))   let halfN = n div 2 subSquareSize = n * n div 4 subSquare = magicSquareOdd(halfN)   const QuadrantFactors = [0, 2, 3, 1]   for r in 0..<n: for c in 0..<n: let quadrant = r div halfN * 2 + c div halfN result[r][c] = subSquare[r mod halfN][c mod halfN] + QuadrantFactors[quadrant] * subSquareSize   let nColsLeft = halfN div 2 nColsRight = nColsLeft - 1   for r in 0..<halfN: for c in 0..<n: if c < nColsLeft or c >= n - nColsRight or (c == nColsLeft and r == nColsLeft): if c != 0 or r != nColsLeft: swap result[r][c], result[r + halfN][c]     func `$`(square: Square): string = ## Return the string representation of a magic square. let length = len($(square.len * square.len)) for row in square: result.add row.mapIt(($it).align(length)).join(" ") & '\n'     when isMainModule: let n = 6 echo magicSquareSinglyEven(n) echo "Magic constant = ", n * (n * n + 1) div 2
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)
#Nim
Nim
import sequtils, strutils   type Square = seq[seq[int]]   func magicSquareOdd(n: Positive): Square = ## Build a magic square of odd order.   assert n >= 3 and (n and 1) != 0, "base must be odd and greater than 2." result = newSeqWith(n, newSeq[int](n))   var r = 0 c = n div 2 value = 0   while value < n * n: inc value result[r][c] = value if r == 0: if c == n - 1: inc r else: r = n - 1 inc c elif c == n - 1: dec r c = 0 elif result[r - 1][c + 1] == 0: dec r inc c else: inc r     func magicSquareSinglyEven(n: int): Square = ## Build a magic square of singly even order.   assert n >= 6 and ((n - 2) and 3) == 0, "base must be a positive multiple of 4 plus 2." result = newSeqWith(n, newSeq[int](n))   let halfN = n div 2 subSquareSize = n * n div 4 subSquare = magicSquareOdd(halfN)   const QuadrantFactors = [0, 2, 3, 1]   for r in 0..<n: for c in 0..<n: let quadrant = r div halfN * 2 + c div halfN result[r][c] = subSquare[r mod halfN][c mod halfN] + QuadrantFactors[quadrant] * subSquareSize   let nColsLeft = halfN div 2 nColsRight = nColsLeft - 1   for r in 0..<halfN: for c in 0..<n: if c < nColsLeft or c >= n - nColsRight or (c == nColsLeft and r == nColsLeft): if c != 0 or r != nColsLeft: swap result[r][c], result[r + halfN][c]     func `$`(square: Square): string = ## Return the string representation of a magic square. let length = len($(square.len * square.len)) for row in square: result.add row.mapIt(($it).align(length)).join(" ") & '\n'     when isMainModule: let n = 6 echo magicSquareSinglyEven(n) echo "Magic constant = ", n * (n * n + 1) div 2
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)
#Perl
Perl
 
http://rosettacode.org/wiki/Mandelbrot_set
Mandelbrot set
Mandelbrot set You are encouraged to solve this task according to the task description, using any language you may know. Task Generate and draw the Mandelbrot set. Note that there are many algorithms to draw Mandelbrot set and there are many functions which generate it .
#AutoHotkey
AutoHotkey
Max_Iteration := 256 Width := Height := 400   File := "MandelBrot." Width ".bmp" Progress, b2 w400 fs9, Creating Colours ... Gosub, CreateColours Gosub, CreateBitmap Progress, Off Gui, -Caption Gui, Margin, 0, 0 Gui, Add, Picture,, %File% Gui, Show,, MandelBrot Return   GuiClose: GuiEscape: ExitApp       ;--------------------------------------------------------------------------- CreateBitmap: ; create and save a 32bit bitmap file ;--------------------------------------------------------------------------- ; define header details HeaderBMP := 14 HeaderDIB := 40 DataOffset := HeaderBMP + HeaderDIB ImageSize := Width * Height * 4 ; 32bit FileSize := DataOffset + ImageSize Resolution := 3780 ; from mspaint   ; create bitmap header VarSetCapacity(IMAGE, FileSize, 0) NumPut(Asc("B") , IMAGE, 0x00, "Char") NumPut(Asc("M") , IMAGE, 0x01, "Char") NumPut(FileSize , IMAGE, 0x02, "UInt") NumPut(DataOffset , IMAGE, 0x0A, "UInt") NumPut(HeaderDIB , IMAGE, 0x0E, "UInt") NumPut(Width , IMAGE, 0x12, "UInt") NumPut(Height , IMAGE, 0x16, "UInt") NumPut(1 , IMAGE, 0x1A, "Short") ; Planes NumPut(32 , IMAGE, 0x1C, "Short") ; Bits per Pixel NumPut(ImageSize , IMAGE, 0x22, "UInt") NumPut(Resolution , IMAGE, 0x26, "UInt") NumPut(Resolution , IMAGE, 0x2A, "UInt")   ; fill in Data Gosub, CreatePixels   ; save Bitmap to file FileDelete, %File% Handle := DllCall("CreateFile", "Str", File, "UInt", 0x40000000 , "UInt", 0, "UInt", 0, "UInt", 2, "UInt", 0, "UInt", 0) DllCall("WriteFile", "UInt", Handle, "UInt", &IMAGE, "UInt" , FileSize, "UInt *", Bytes, "UInt", 0) DllCall("CloseHandle", "UInt", Handle)   Return       ;--------------------------------------------------------------------------- CreatePixels: ; create pixels for [-2 < x < 1] [-1.5 < y < 1.5] ;--------------------------------------------------------------------------- Loop, % Height // 2 + 1 { yi := A_Index - 1 y0 := -1.5 + yi / Height * 3 ; range -1.5 .. +1.5 Progress, % 200*yi // Height, % "Current line: " 2*yi " / " Height Loop, %Width% { xi := A_Index - 1 x0 := -2 + xi / Width * 3 ; range -2 .. +1 Gosub, Mandelbrot p1 := DataOffset + 4 * (Width * yi + xi) NumPut(Colour, IMAGE, p1, "UInt") p2 := DataOffset + 4 * (Width * (Height-yi) + xi) NumPut(Colour, IMAGE, p2, "UInt") } } Return       ;--------------------------------------------------------------------------- Mandelbrot: ; calculate a colour for each pixel ;--------------------------------------------------------------------------- x := y := Iteration := 0 While, (x*x + y*y <= 4) And (Iteration < Max_Iteration) { xtemp := x*x - y*y + x0 y := 2*x*y + y0 x := xtemp Iteration++ } Colour := Iteration = Max_Iteration ? 0 : Colour_%Iteration%   Return       ;--------------------------------------------------------------------------- CreateColours: ; borrowed from PureBasic example ;--------------------------------------------------------------------------- Loop, 64 { i4 := (i3 := (i2 := (i1 := A_Index - 1) + 64) + 64) + 64 Colour_%i1% := RGB(4*i1 + 128, 4*i1, 0) Colour_%i2% := RGB(64, 255, 4*i1) Colour_%i3% := RGB(64, 255 - 4*i1, 255) Colour_%i4% := RGB(64, 0, 255 - 4*i1) } Return       ;--------------------------------------------------------------------------- RGB(r, g, b) { ; return 24bit color value ;--------------------------------------------------------------------------- Return, (r&0xFF)<<16 | g<<8 | b }
http://rosettacode.org/wiki/Magic_squares_of_odd_order
Magic squares of odd order
A magic square is an   NxN   square matrix whose numbers (usually integers) consist of consecutive numbers arranged so that the sum of each row and column,   and   both long (main) diagonals are equal to the same sum (which is called the   magic number   or   magic constant). The numbers are usually (but not always) the first   N2   positive integers. A magic square whose rows and columns add up to a magic number but whose main diagonals do not, is known as a semimagic square. 8 1 6 3 5 7 4 9 2 Task For any odd   N,   generate a magic square with the integers   1 ──► N,   and show the results here. Optionally, show the magic number. You should demonstrate the generator by showing at least a magic square for   N = 5. Related tasks Magic squares of singly even order Magic squares of doubly even order See also MathWorld™ entry: Magic_square Odd Magic Squares (1728.org)
#AWK
AWK
  # syntax: GAWK -f MAGIC_SQUARES_OF_ODD_ORDER.AWK BEGIN { build(5) build(3,1) # verify sum build(7) exit(0) } function build(n,check, arr,i,width,x,y) { if (n !~ /^[0-9]*[13579]$/ || n < 3) { printf("error: %s is invalid\n",n) return } printf("\nmagic constant for %dx%d is %d\n",n,n,(n*n+1)*n/2) x = 0 y = int(n/2) for (i=1; i<=(n*n); i++) { arr[x,y] = i if (arr[(x+n-1)%n,(y+n+1)%n]) { x = (x+n+1) % n } else { x = (x+n-1) % n y = (y+n+1) % n } } width = length(n*n) for (x=0; x<n; x++) { for (y=0; y<n; y++) { printf("%*s ",width,arr[x,y]) } printf("\n") } if (check) { verify(arr,n) } } function verify(arr,n, total,x,y) { # verify sum of each row, column and diagonal print("\nverify") # horizontal for (x=0; x<n; x++) { total = 0 for (y=0; y<n; y++) { printf("%d ",arr[x,y]) total += arr[x,y] } printf("\t: %d row %d\n",total,x+1) } # vertical for (y=0; y<n; y++) { total = 0 for (x=0; x<n; x++) { printf("%d ",arr[x,y]) total += arr[x,y] } printf("\t: %d column %d\n",total,y+1) } # left diagonal total = 0 for (x=y=0; x<n; x++ y++) { printf("%d ",arr[x,y]) total += arr[x,y] } printf("\t: %d diagonal top left to bottom right\n",total) # right diagonal x = n - 1 total = 0 for (y=0; y<n; y++ x--) { printf("%d ",arr[x,y]) total += arr[x,y] } printf("\t: %d diagonal bottom left to top right\n",total) }  
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.
#C.23
C#
public class Matrix { int n; int m; double[,] a;   public Matrix(int n, int m) { if (n <= 0 || m <= 0) throw new ArgumentException("Matrix dimensions must be positive"); this.n = n; this.m = m; a = new double[n, m]; }   //indices start from one public double this[int i, int j] { get { return a[i - 1, j - 1]; } set { a[i - 1, j - 1] = value; } }   public int N { get { return n; } } public int M { get { return m; } }   public static Matrix operator*(Matrix _a, Matrix b) { int n = _a.N; int m = b.M; int l = _a.M; if (l != b.N) throw new ArgumentException("Illegal matrix dimensions for multiplication. _a.M must be equal b.N"); Matrix result = new Matrix(_a.N, b.M); for(int i = 0; i < n; i++) for (int j = 0; j < m; j++) { double sum = 0.0; for (int k = 0; k < l; k++) sum += _a.a[i, k]*b.a[k, j]; result.a[i, j] = sum; } return result; } }
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#Elena
Elena
import system'routines; import extensions; import extensions'routines;   MagicSquareDoublyEven(int n) { if(n < 4 || n.mod(4) != 0) { InvalidArgumentException.new:"base must be a positive multiple of 4".raise() };   int bits := 09669h; int size := n * n; int mult := n / 4;   var result := IntMatrix.allocate(n,n); int i := 0; for (int r := 0, r < n, r += 1) { for(int c := 0, c < n, c += 1, i += 1) { int bitPos := c / mult + (r / mult) * 4;   result[r][c] := ((bits && (1 $shl bitPos)) != 0).iif(i+1,size - i) } };   ^ result }   public program() { int n := 8;   console.printLine(MagicSquareDoublyEven(n));   console.printLine().printLine("Magic constant: ",(n * n + 1) * n / 2) }
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#Elixir
Elixir
defmodule Magic_square do def doubly_even(n) when rem(n,4)!=0, do: raise ArgumentError, "must be even, but not divisible by 4." def doubly_even(n) do n2 = n * n Enum.zip(1..n2, make_pattern(n)) |> Enum.map(fn {i,p} -> if p, do: i, else: n2 - i + 1 end) |> Enum.chunk(n) |> to_string(n) |> IO.puts end   defp make_pattern(n) do pattern = Enum.reduce(1..4, [true], fn _,acc -> acc ++ Enum.map(acc, &(!&1)) end) |> Enum.chunk(4) for i <- 0..n-1, j <- 0..n-1, do: Enum.at(pattern, rem(i,4)) |> Enum.at(rem(j,4)) end   defp to_string(square, n) do format = String.duplicate("~#{length(to_char_list(n*n))}w ", n) <> "\n" Enum.map_join(square, fn row ->  :io_lib.format(format, row) end) end end   Magic_square.doubly_even(8)
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
#D.C3.A9j.C3.A0_Vu
Déjà Vu
a k x1 x2 x3 x4 x5: local b: set :k -- k a k @b @x1 @x2 @x3 @x4 if <= k 0: + x4 x5 else: b local x i: labda: i   !. a 10 x 1 x -1 x -1 x 1 x 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
#E
E
def a(var k, &x1, &x2, &x3, &x4, &x5) { def bS; def &b := bS bind bS { to get() { k -= 1 return a(k, &b, &x1, &x2, &x3, &x4) } } return if (k <= 0) { x4 + x5 } else { b } }   def p := 1 def n := -1 def z := 0 println(a(10, &p, &n, &n, &p, &z))
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.
#Rust
Rust
use std::convert::TryInto; use std::env; use std::num::Wrapping;   const REPLACEMENT_TABLE: [[u8; 16]; 8] = [ [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], ]; const KEYS: [u32; 8] = [ 0xE2C1_04F9, 0xE41D_7CDE, 0x7FE5_E857, 0x0602_65B4, 0x281C_CC85, 0x2E2C_929A, 0x4746_4503, 0xE00_CE510, ];   fn main() { let args: Vec<String> = env::args().collect(); if args.len() < 2 { let plain_text: Vec<u8> = vec![0x04, 0x3B, 0x04, 0x21, 0x04, 0x32, 0x04, 0x30]; println!( "Before one step: {}\n", plain_text .iter() .cloned() .fold("".to_string(), |b, y| b + &format!("{:02X} ", y)) ); let encoded_text = main_step(plain_text, KEYS[0]); println!( "After one step : {}\n", encoded_text .iter() .cloned() .fold("".to_string(), |b, y| b + &format!("{:02X} ", y)) ); } else { let mut t = args[1].clone(); // "They call him... Баба Яга" t += &" ".repeat((8 - t.len() % 8) % 8); let text_bytes = t.bytes().collect::<Vec<_>>(); let plain_text = text_bytes.chunks(8).collect::<Vec<_>>(); println!( "Plain text  : {}\n", plain_text.iter().cloned().fold("".to_string(), |a, x| a + "[" + &x.iter() .fold("".to_string(), |b, y| b + &format!("{:02X} ", y))[..23] + "]") ); let encoded_text = plain_text .iter() .map(|c| encode(c.to_vec())) .collect::<Vec<_>>(); println!( "Encoded text: {}\n", encoded_text.iter().cloned().fold("".to_string(), |a, x| a + "[" + &x.into_iter() .fold("".to_string(), |b, y| b + &format!("{:02X} ", y))[..23] + "]") ); let decoded_text = encoded_text .iter() .map(|c| decode(c.to_vec())) .collect::<Vec<_>>(); println!( "Decoded text: {}\n", decoded_text.iter().cloned().fold("".to_string(), |a, x| a + "[" + &x.into_iter() .fold("".to_string(), |b, y| b + &format!("{:02X} ", y))[..23] + "]") ); let recovered_text = String::from_utf8(decoded_text.iter().cloned().flatten().collect::<Vec<_>>()).unwrap(); println!("Recovered text: {}\n", recovered_text); } }   fn encode(text_block: Vec<u8>) -> Vec<u8> { let mut step = text_block; for i in 0..24 { step = main_step(step, KEYS[i % 8]); } for i in (0..8).rev() { step = main_step(step, KEYS[i]); } step }   fn decode(text_block: Vec<u8>) -> Vec<u8> { let mut step = text_block[4..].to_vec(); let mut temp = text_block[..4].to_vec(); step.append(&mut temp); for key in &KEYS { step = main_step(step, *key); } for i in (0..24).rev() { step = main_step(step, KEYS[i % 8]); } let mut ans = step[4..].to_vec(); let mut temp = step[..4].to_vec(); ans.append(&mut temp); ans }   fn main_step(text_block: Vec<u8>, key_element: u32) -> Vec<u8> { let mut n = text_block; let mut s = (Wrapping( u32::from(n[0]) << 24 | u32::from(n[1]) << 16 | u32::from(n[2]) << 8 | u32::from(n[3]), ) + Wrapping(key_element)) .0; let mut new_s: u32 = 0; for mid in 0..4 { let cell = (s >> (mid << 3)) & 0xFF; new_s += (u32::from(REPLACEMENT_TABLE[(mid * 2) as usize][(cell & 0x0f) as usize]) + (u32::from(REPLACEMENT_TABLE[(mid * 2 + 1) as usize][(cell >> 4) as usize]) << 4)) << (mid << 3); } s = ((new_s << 11) + (new_s >> 21)) ^ (u32::from(n[4]) << 24 | u32::from(n[5]) << 16 | u32::from(n[6]) << 8 | u32::from(n[7])); n[4] = n[0]; n[5] = n[1]; n[6] = n[2]; n[7] = n[3]; n[0] = (s >> 24).try_into().unwrap(); n[1] = ((s >> 16) & 0xFF).try_into().unwrap(); n[2] = ((s >> 8) & 0xFF).try_into().unwrap(); n[3] = (s & 0xFF).try_into().unwrap(); n }
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.
#Tcl
Tcl
namespace eval ::GOST { proc tcl::mathfunc::k {a b} { variable ::GOST::replacementTable lindex $replacementTable $a $b }   proc mainStep {textBlock idx key} { variable replacementTable lassign [lindex $textBlock $idx] N0 N1 set S [expr {($N0 + $key) & 0xFFFFFFFF}] set newS 0 for {set i 0} {$i < 4} {incr i} { set cell [expr {$S >> ($i * 8) & 0xFF}] incr newS [expr { (k($i*2, $cell%15) + k($i*2+1, $cell/16) * 16) << ($i * 8) }] } set S [expr {((($newS << 11) + ($newS >> 21)) & 0xFFFFFFFF) ^ $N1}] lset textBlock $idx [list $S $N0] return $textBlock } }
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.
#PicoLisp
PicoLisp
(de **Mod (X Y N) (let M 1 (loop (when (bit? 1 Y) (setq M (% (* M X) N)) ) (T (=0 (setq Y (>> 1 Y))) M ) (setq X (% (* X X) N)) ) ) ) (de isprime (N) (cache '(NIL) N (if (== N 2) T (and (> N 1) (bit? 1 N) (let (Q (dec N) N1 (dec N) K 0 X) (until (bit? 1 Q) (setq Q (>> 1 Q) K (inc K) ) ) (catch 'composite (do 16 (loop (setq X (**Mod (rand 2 (min (dec N) 1000000000000)) Q N ) ) (T (or (=1 X) (= X N1))) (T (do K (setq X (**Mod X 2 N)) (when (=1 X) (throw 'composite)) (T (= X N1) T) ) ) (throw 'composite) ) ) (throw 'composite T) ) ) ) ) ) ) (de numbers (N) (let (P 10 Q N) (make (until (> 10 Q) (link (+ (setq Q (/ N P)) (% N P) ) ) (setq P (* P 10)) ) ) ) ) (de ismagna (N) (or (> 10 N) (fully isprime (numbers N)) ) ) (let (C 0 N 0 Lst) (setq Lst (make (until (== C 401) (when (ismagna N) (link N) (inc 'C) ) (inc 'N) ) ) ) (println (head 45 Lst)) (println (head 10 (nth Lst 241))) (println (head 10 (nth Lst 391))) )
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.
#PL.2FM
PL/M
100H: /* FIND SOME MAGNANIMOUS NUMBERS - THOSE WHERE INSERTING '+' BETWEEN */ /* ANY TWO OF THE DIGITS AND EVALUATING THE SUM RESULTS IN A PRIME */ BDOS: PROCEDURE( FN, ARG ); /* CP/M BDOS SYSTEM CALL */ DECLARE FN BYTE, ARG ADDRESS; GOTO 5; END BDOS; PRINT$CHAR: PROCEDURE( C ); DECLARE C BYTE; CALL BDOS( 2, C ); END; PRINT$STRING: PROCEDURE( S ); DECLARE S ADDRESS; CALL BDOS( 9, S ); END; PRINT$NL: PROCEDURE; CALL PRINT$STRING( .( 0DH, 0AH, '$' ) ); END; PRINT$NUMBER: PROCEDURE( N ); DECLARE N ADDRESS; DECLARE V ADDRESS, N$STR( 6 ) BYTE, W BYTE; V = N; W = LAST( N$STR ); N$STR( W ) = '$'; N$STR( W := W - 1 ) = '0' + ( V MOD 10 ); DO WHILE( ( V := V / 10 ) > 0 ); N$STR( W := W - 1 ) = '0' + ( V MOD 10 ); END; IF N < 100 THEN DO; IF N < 10 THEN CALL PRINT$CHAR( ' ' ); CALL PRINT$CHAR( ' ' ); END; CALL PRINT$STRING( .N$STR( W ) ); END PRINT$NUMBER; /* INTEGER SQUARE ROOT: BASED ON THE ONE IN THE PL/M FROBENIUS NUMBERS */ SQRT: PROCEDURE( N )ADDRESS; DECLARE ( N, X0, X1 ) ADDRESS; IF N <= 3 THEN DO; IF N = 0 THEN X0 = 0; ELSE X0 = 1; END; ELSE DO; X0 = SHR( N, 1 ); DO WHILE( ( X1 := SHR( X0 + ( N / X0 ), 1 ) ) < X0 ); X0 = X1; END; END; RETURN X0; END SQRT;   DECLARE MAGNANIMOUS (251)ADDRESS; /* MAGNANIMOUS NUMBERS */ DECLARE FALSE LITERALLY '0'; DECLARE TRUE LITERALLY '0FFH'; /* TO FIND MAGNANIMOUS NUMBERS UP TO 30$000, WE NEED TO FIND PRIMES */ /* UP TO 9$999 + 9 = 10$008 */ DECLARE MAX$PRIME LITERALLY '10$008'; DECLARE DCL$PRIME LITERALLY '10$009'; /* SIEVE THE PRIMES TO MAX$PRIME */ DECLARE ( I, S ) ADDRESS; DECLARE PRIME ( DCL$PRIME )BYTE; PRIME( 1 ) = FALSE; PRIME( 2 ) = TRUE; DO I = 3 TO LAST( PRIME ) BY 2; PRIME( I ) = TRUE; END; DO I = 4 TO LAST( PRIME ) BY 2; PRIME( I ) = FALSE; END; DO I = 3 TO SQRT( MAX$PRIME ); IF PRIME( I ) THEN DO; DO S = I * I TO LAST( PRIME ) BY I + I;PRIME( S ) = FALSE; END; END; END;   /* FIND THE MAGNANIMOUS NUMBERS */ FIND$MAGNANIMOUS: PROCEDURE; DECLARE ( D1, D2, D3, D4, D5 , D12, D123, D1234 , D23, D234, D2345 , D34, D345, D45 ) ADDRESS; DECLARE M$COUNT ADDRESS; /* COUNT OF MAGNANIMOUS NUMBERS FOUND */ STORE$MAGNANIMOUS: PROCEDURE( N )BYTE; DECLARE N ADDRESS; M$COUNT = M$COUNT + 1; IF M$COUNT <= LAST( MAGNANIMOUS ) THEN MAGNANIMOUS( M$COUNT ) = N; RETURN M$COUNT <= LAST( MAGNANIMOUS ); END STORE$MAGNANIMOUS;   M$COUNT = 0; /* 1 DIGIT MAGNANIMOUS NUMBERS */ DO D1 = 0 TO 9; IF NOT STORE$MAGNANIMOUS( D1 ) THEN RETURN; END; /* 2 DIGIT MAGNANIMOUS NUMBERS */ DO D1 = 1 TO 9; DO D2 = 0 TO 9; IF PRIME( D1 + D2 ) THEN DO; IF NOT STORE$MAGNANIMOUS( ( D1 * 10 ) + D2 ) THEN RETURN; END; END; END; /* 3 DIGIT MAGNANIMOUS NUMBERS */ DO D1 = 1 TO 9; DO D23 = 0 TO 99; IF PRIME( D1 + D23 ) THEN DO; D3 = D23 MOD 10; D12 = ( D1 * 10 ) + ( D23 / 10 ); IF PRIME( D12 + D3 ) THEN DO; IF NOT STORE$MAGNANIMOUS( ( D12 * 10 ) + D3 ) THEN RETURN; END; END; END; END; /* 4 DIGIT MAGNANIMOUS NUMBERS */ DO D12 = 10 TO 99; DO D34 = 0 TO 99; IF PRIME( D12 + D34 ) THEN DO; D123 = ( D12 * 10 ) + ( D34 / 10 ); D4 = D34 MOD 10; IF PRIME( D123 + D4 ) THEN DO; D1 = D12 / 10; D234 = ( ( D12 MOD 10 ) * 100 ) + D34; IF PRIME( D1 + D234 ) THEN DO; IF NOT STORE$MAGNANIMOUS( ( D12 * 100 ) + D34 ) THEN RETURN; END; END; END; END; END; /* 5 DIGIT MAGNANIMOUS NUMBERS UP TO 30$000 */ DO D12 = 10 TO 30; DO D345 = 0 TO 999; IF PRIME( D12 + D345 ) THEN DO; D123 = ( D12 * 10 ) + ( D345 / 100 ); D45 = D345 MOD 100; IF PRIME( D123 + D45 ) THEN DO; D1234 = ( D123 * 10 ) + ( D45 / 10 ); D5 = D45 MOD 10; IF PRIME( D1234 + D5 ) THEN DO; D1 = D12 / 10; D2345 = ( ( D12 MOD 10 ) * 1000 ) + D345; IF PRIME( D1 + D2345 ) THEN DO; IF NOT STORE$MAGNANIMOUS( ( D12 * 1000 ) + D345 ) THEN RETURN; END; END; END; END; END; END; END FIND$MAGNANIMOUS ;   CALL FIND$MAGNANIMOUS; DO I = 1 TO LAST( MAGNANIMOUS ); IF I = 1 THEN DO; CALL PRINT$STRING( .'MAGNANIMOUS NUMBERS 1-45:$' ); CALL PRINT$NL; CALL PRINT$NUMBER( MAGNANIMOUS( I ) ); END; ELSE IF I < 46 THEN DO; IF I MOD 15 = 1 THEN CALL PRINT$NL; ELSE CALL PRINT$CHAR( ' ' ); CALL PRINT$NUMBER( MAGNANIMOUS( I ) ); END; ELSE IF I = 241 THEN DO; CALL PRINT$NL; CALL PRINT$STRING( .'MAGANIMOUS NUMBERS 241-250:$' ); CALL PRINT$NL; CALL PRINT$NUMBER( MAGNANIMOUS( I ) ); END; ELSE IF I > 241 AND I <= 250 THEN DO; CALL PRINT$CHAR( ' ' ); CALL PRINT$NUMBER( MAGNANIMOUS( I ) ); END; END; CALL PRINT$NL; EOF
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.
#Raku
Raku
my @magnanimous = lazy flat ^10, (10 .. 1001).map( { my int $last; (1 ..^ .chars).map: -> \c { $last = 1 and last unless (.substr(0,c) + .substr(c)).is-prime } next if $last; $_ } ),   (1002 .. ∞).map: { # optimization for numbers > 1001; First and last digit can not both be even or both be odd next if (.substr(0,1) + .substr(*-1)) %% 2; my int $last; (1 ..^ .chars).map: -> \c { $last = 1 and last unless (.substr(0,c) + .substr(c)).is-prime } next if $last; $_ }   put 'First 45 magnanimous numbers'; put @magnanimous[^45]».fmt('%3d').batch(15).join: "\n";   put "\n241st through 250th magnanimous numbers"; put @magnanimous[240..249];   put "\n391st through 400th magnanimous numbers"; put @magnanimous[390..399];
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#Burlesque
Burlesque
  blsq ) {{78 19 30 12 36}{49 10 65 42 50}{30 93 24 78 10}{39 68 27 64 29}}tpsp 78 49 30 39 19 10 93 68 30 65 24 27 12 42 78 64 36 50 10 29  
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.
#Emacs_Lisp
Emacs Lisp
(require 'cl-lib)   (cl-defstruct maze rows cols data)   (defmacro maze-pt (w r c) `(+ (* (mod ,r (maze-rows ,w)) (maze-cols ,w)) (mod ,c (maze-cols ,w))))   (defmacro maze-ref (w r c) `(aref (maze-data ,w) (maze-pt ,w ,r ,c)))   (defun new-maze (rows cols) (setq rows (1+ rows) cols (1+ cols)) (let ((m (make-maze :rows rows :cols cols :data (make-vector (* rows cols) nil))))   (dotimes (r rows) (dotimes (c cols) (setf (maze-ref m r c) (copy-sequence '(wall ceiling)))))   (dotimes (r rows) (maze-set m r (1- cols) 'visited))   (dotimes (c cols) (maze-set m (1- rows) c 'visited))   (maze-unset m 0 0 'ceiling) ;; Maze Entrance (maze-unset m (1- rows) (- cols 2) 'ceiling) ;; Maze Exit   m))   (defun maze-is-set (maze r c v) (member v (maze-ref maze r c)))   (defun maze-set (maze r c v) (let ((cell (maze-ref maze r c))) (when (not (member v cell)) (setf (maze-ref maze r c) (cons v cell)))))   (defun maze-unset (maze r c v) (setf (maze-ref maze r c) (delete v (maze-ref maze r c))))   (defun print-maze (maze &optional marks) (dotimes (r (1- (maze-rows maze)))   (dotimes (c (1- (maze-cols maze))) (princ (if (maze-is-set maze r c 'ceiling) "+---" "+ "))) (princ "+") (terpri)   (dotimes (c (1- (maze-cols maze))) (princ (if (maze-is-set maze r c 'wall) "|" " ")) (princ (if (member (cons r c) marks) " * " " "))) (princ "|") (terpri))   (dotimes (c (1- (maze-cols maze))) (princ (if (maze-is-set maze (1- (maze-rows maze)) c 'ceiling) "+---" "+ "))) (princ "+") (terpri))   (defun shuffle (lst) (sort lst (lambda (a b) (= 1 (random 2)))))   (defun to-visit (maze row col) (let (unvisited) (dolist (p '((0 . +1) (0 . -1) (+1 . 0) (-1 . 0))) (let ((r (+ row (car p))) (c (+ col (cdr p)))) (unless (maze-is-set maze r c 'visited) (push (cons r c) unvisited)))) unvisited))   (defun make-passage (maze r1 c1 r2 c2) (if (= r1 r2) (if (< c1 c2) (maze-unset maze r2 c2 'wall) ; right (maze-unset maze r1 c1 'wall)) ; left (if (< r1 r2) (maze-unset maze r2 c2 'ceiling) ; up (maze-unset maze r1 c1 'ceiling)))) ; down   (defun dig-maze (maze row col) (let (backup (run 0)) (maze-set maze row col 'visited) (push (cons row col) backup) (while backup (setq run (1+ run)) (when (> run (/ (+ row col) 3)) (setq run 0) (setq backup (shuffle backup))) (setq row (caar backup) col (cdar backup)) (let ((p (shuffle (to-visit maze row col)))) (if p (let ((r (caar p)) (c (cdar p))) (make-passage maze row col r c) (maze-set maze r c 'visited) (push (cons r c) backup)) (pop backup) (setq backup (shuffle backup)) (setq run 0))))))   (defun generate (rows cols) (let* ((m (new-maze rows cols))) (dig-maze m (random rows) (random cols)) (print-maze m)))   (defun parse-ceilings (line) (let (rtn (i 1)) (while (< i (length line)) (push (eq ?- (elt line i)) rtn) (setq i (+ i 4))) (nreverse rtn)))   (defun parse-walls (line) (let (rtn (i 0)) (while (< i (length line)) (push (eq ?| (elt line i)) rtn) (setq i (+ i 4))) (nreverse rtn)))   (defun parse-maze (file-name) (let ((rtn) (lines (with-temp-buffer (insert-file-contents-literally file-name) (split-string (buffer-string) "\n" t)))) (while lines (push (parse-ceilings (pop lines)) rtn) (push (parse-walls (pop lines)) rtn)) (nreverse rtn)))   (defun read-maze (file-name) (let* ((raw (parse-maze file-name)) (rows (1- (/ (length raw) 2))) (cols (length (car raw))) (maze (new-maze rows cols))) (dotimes (r rows) (let ((ceilings (pop raw))) (dotimes (c cols) (unless (pop ceilings) (maze-unset maze r c 'ceiling)))) (let ((walls (pop raw))) (dotimes (c cols) (unless (pop walls) (maze-unset maze r c 'wall))))) maze))   (defun find-exits (maze row col) (let (exits) (dolist (p '((0 . +1) (0 . -1) (-1 . 0) (+1 . 0))) (let ((r (+ row (car p))) (c (+ col (cdr p)))) (unless (cond ((equal p '(0 . +1)) (maze-is-set maze r c 'wall)) ((equal p '(0 . -1)) (maze-is-set maze row col 'wall)) ((equal p '(+1 . 0)) (maze-is-set maze r c 'ceiling)) ((equal p '(-1 . 0)) (maze-is-set maze row col 'ceiling))) (push (cons r c) exits)))) exits))   (defun drop-visited (maze points) (let (not-visited) (while points (unless (maze-is-set maze (caar points) (cdar points) 'visited) (push (car points) not-visited)) (pop points)) not-visited))   (defun solve-maze (maze) (let (solution (exit (cons (- (maze-rows maze) 2) (- (maze-cols maze) 2))) (pt (cons 0 0))) (while (not (equal pt exit)) (maze-set maze (car pt) (cdr pt) 'visited) (let ((exits (drop-visited maze (find-exits maze (car pt) (cdr pt))))) (if (null exits) (setq pt (pop solution)) (push pt solution) (setq pt (pop exits))))) (push pt solution)))   (defun solve (file-name) (let* ((maze (read-maze file-name)) (solution (solve-maze maze))) (print-maze maze solution)))   (generate 20 20)
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.
#OCaml
OCaml
(* identity matrix *) let eye n = let a = Array.make_matrix n n 0.0 in for i=0 to n-1 do a.(i).(i) <- 1.0 done; (a) ;;   (* matrix dimensions *) let dim a = Array.length a, Array.length a.(0);;   (* make matrix from list in row-major order *) let matrix p q v = if (List.length v) <> (p * q) then failwith "bad dimensions" else let a = Array.make_matrix p q (List.hd v) in let rec g i j = function | [] -> a | x::v -> a.(i).(j) <- x; if j+1 < q then g i (j+1) v else g (i+1) 0 v in g 0 0 v ;;   (* matrix product *) let matmul a b = let n, p = dim a and q, r = dim b in if p <> q then failwith "bad dimensions" else let c = Array.make_matrix n r 0.0 in for i=0 to n-1 do for j=0 to r-1 do for k=0 to p-1 do c.(i).(j) <- c.(i).(j) +. a.(i).(k) *. b.(k).(j) done done done; (c) ;;   (* generic exponentiation, usual algorithm *) let pow one mul a n = let rec g p x = function | 0 -> x | i -> g (mul p p) (if i mod 2 = 1 then mul p x else x) (i/2) in g a one n ;;   (* example with integers *) pow 1 ( * ) 2 16;; (* - : int = 65536 *)
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.
#Erlang
Erlang
-module(map_range). -export([map_value/3]).   map_value({A1,A2},{B1,B2},S) -> B1 + (S - A1) * (B2 - B1) / (A2 - A1).  
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.
#Rust
Rust
use rand::{thread_rng, Rng, rngs::ThreadRng};   const WIDTH: usize = 16; const HEIGHT: usize = 16;   #[derive(Clone, Copy, PartialEq)] struct Cell { col: usize, row: usize, }   impl Cell { fn from(col: usize, row: usize) -> Cell { Cell {col, row} } }   struct Maze { cells: [[bool; HEIGHT]; WIDTH], //cell visited/non visited walls_h: [[bool; WIDTH]; HEIGHT + 1], //horizontal walls existing/removed walls_v: [[bool; WIDTH + 1]; HEIGHT], //vertical walls existing/removed thread_rng: ThreadRng, //Random numbers generator }   impl Maze {   ///Inits the maze, with all the cells unvisited and all the walls active fn new() -> Maze { Maze { cells: [[true; HEIGHT]; WIDTH], walls_h: [[true; WIDTH]; HEIGHT + 1], walls_v: [[true; WIDTH + 1]; HEIGHT], thread_rng: thread_rng(), } }   ///Randomly chooses the starting cell fn first(&mut self) -> Cell { Cell::from(self.thread_rng.gen_range(0, WIDTH), self.thread_rng.gen_range(0, HEIGHT)) }   ///Opens the enter and exit doors fn open_doors(&mut self) { let from_top: bool = self.thread_rng.gen(); let limit = if from_top { WIDTH } else { HEIGHT }; let door = self.thread_rng.gen_range(0, limit); let exit = self.thread_rng.gen_range(0, limit); if from_top { self.walls_h[0][door] = false; self.walls_h[HEIGHT][exit] = false; } else { self.walls_v[door][0] = false; self.walls_v[exit][WIDTH] = false; } }   ///Removes a wall between the two Cell arguments fn remove_wall(&mut self, cell1: &Cell, cell2: &Cell) { if cell1.row == cell2.row { self.walls_v[cell1.row][if cell1.col > cell2.col { cell1.col } else { cell2.col }] = false; } else { self.walls_h[if cell1.row > cell2.row { cell1.row } else { cell2.row }][cell1.col] = false; }; }   ///Returns a random non-visited neighbor of the Cell passed as argument fn neighbor(&mut self, cell: &Cell) -> Option<Cell> { self.cells[cell.col][cell.row] = false; let mut neighbors = Vec::new(); if cell.col > 0 && self.cells[cell.col - 1][cell.row] { neighbors.push(Cell::from(cell.col - 1, cell.row)); } if cell.row > 0 && self.cells[cell.col][cell.row - 1] { neighbors.push(Cell::from(cell.col, cell.row - 1)); } if cell.col < WIDTH - 1 && self.cells[cell.col + 1][cell.row] { neighbors.push(Cell::from(cell.col + 1, cell.row)); } if cell.row < HEIGHT - 1 && self.cells[cell.col][cell.row + 1] { neighbors.push(Cell::from(cell.col, cell.row + 1)); } if neighbors.is_empty() { None } else { let next = neighbors.get(self.thread_rng.gen_range(0, neighbors.len())).unwrap(); self.remove_wall(cell, next); Some(*next) } }   ///Builds the maze (runs the Depth-first search algorithm) fn build(&mut self) { let mut cell_stack: Vec<Cell> = Vec::new(); let mut next = self.first(); loop { while let Some(cell) = self.neighbor(&next) { cell_stack.push(cell); next = cell; } match cell_stack.pop() { Some(cell) => next = cell, None => break, } } }   ///MAZE SOLVING: Find the starting cell of the solution fn solution_first(&self) -> Option<Cell> { for (i, wall) in self.walls_h[0].iter().enumerate() { if !wall { return Some(Cell::from(i, 0)); } } for (i, wall) in self.walls_v.iter().enumerate() { if !wall[0] { return Some(Cell::from(0, i)); } } None }   ///MAZE SOLVING: Find the last cell of the solution fn solution_last(&self) -> Option<Cell> { for (i, wall) in self.walls_h[HEIGHT].iter().enumerate() { if !wall { return Some(Cell::from(i, HEIGHT - 1)); } } for (i, wall) in self.walls_v.iter().enumerate() { if !wall[WIDTH] { return Some(Cell::from(WIDTH - 1, i)); } } None }   ///MAZE SOLVING: Get the next candidate cell fn solution_next(&mut self, cell: &Cell) -> Option<Cell> { self.cells[cell.col][cell.row] = false; let mut neighbors = Vec::new(); if cell.col > 0 && self.cells[cell.col - 1][cell.row] && !self.walls_v[cell.row][cell.col] { neighbors.push(Cell::from(cell.col - 1, cell.row)); } if cell.row > 0 && self.cells[cell.col][cell.row - 1] && !self.walls_h[cell.row][cell.col] { neighbors.push(Cell::from(cell.col, cell.row - 1)); } if cell.col < WIDTH - 1 && self.cells[cell.col + 1][cell.row] && !self.walls_v[cell.row][cell.col + 1] { neighbors.push(Cell::from(cell.col + 1, cell.row)); } if cell.row < HEIGHT - 1 && self.cells[cell.col][cell.row + 1] && !self.walls_h[cell.row + 1][cell.col] { neighbors.push(Cell::from(cell.col, cell.row + 1)); } if neighbors.is_empty() { None } else { let next = neighbors.get(self.thread_rng.gen_range(0, neighbors.len())).unwrap(); Some(*next) } }   ///MAZE SOLVING: solve the maze ///Uses self.cells to store the solution cells (true) fn solve(&mut self) { self.cells = [[true; HEIGHT]; WIDTH]; let mut solution: Vec<Cell> = Vec::new(); let mut next = self.solution_first().unwrap(); solution.push(next); let last = self.solution_last().unwrap(); 'main: loop { while let Some(cell) = self.solution_next(&next) { solution.push(cell); if cell == last { break 'main; } next = cell; } solution.pop().unwrap(); next = *solution.last().unwrap(); } self.cells = [[false; HEIGHT]; WIDTH]; for cell in solution { self.cells[cell.col][cell.row] = true; } }   ///MAZE SOLVING: Ask if cell is part of the solution (cells[col][row] == true) fn is_solution(&self, col: usize, row: usize) -> bool { self.cells[col][row] }   ///Displays a wall ///MAZE SOLVING: Leave space for printing '*' if cell is part of the solution /// (only when painting vertical walls) /// // fn paint_wall(h_wall: bool, active: bool) { // if h_wall { // print!("{}", if active { "+---" } else { "+ " }); // } else { // print!("{}", if active { "| " } else { " " }); // } // } fn paint_wall(h_wall: bool, active: bool, with_solution: bool) { if h_wall { print!("{}", if active { "+---" } else { "+ " }); } else { print!("{}{}", if active { "|" } else { " " }, if with_solution { "" } else { " " }); } }   ///MAZE SOLVING: Paint * if cell is part of the solution fn paint_solution(is_part: bool) { print!("{}", if is_part { " * " } else {" "}); }   ///Displays a final wall for a row fn paint_close_wall(h_wall: bool) { if h_wall { println!("+") } else { println!() } }   ///Displays a whole row of walls ///MAZE SOLVING: Displays a whole row of walls and, optionally, the included solution cells. // fn paint_row(&self, h_walls: bool, index: usize) { // let iter = if h_walls { self.walls_h[index].iter() } else { self.walls_v[index].iter() }; // for &wall in iter { // Maze::paint_wall(h_walls, wall); // } // Maze::paint_close_wall(h_walls); // } fn paint_row(&self, h_walls: bool, index: usize, with_solution: bool) { let iter = if h_walls { self.walls_h[index].iter() } else { self.walls_v[index].iter() }; for (col, &wall) in iter.enumerate() { Maze::paint_wall(h_walls, wall, with_solution); if !h_walls && with_solution && col < WIDTH { Maze::paint_solution(self.is_solution(col, index)); } } Maze::paint_close_wall(h_walls); }   ///Paints the maze ///MAZE SOLVING: Displaying the solution is an option // fn paint(&self) { // for i in 0 .. HEIGHT { // self.paint_row(true, i); // self.paint_row(false, i); // } // self.paint_row(true, HEIGHT); // } fn paint(&self, with_solution: bool) { for i in 0 .. HEIGHT { self.paint_row(true, i, with_solution); self.paint_row(false, i, with_solution); } self.paint_row(true, HEIGHT, with_solution); } }   fn main() { let mut maze = Maze::new(); maze.build(); maze.open_doors();   println!("The maze:"); maze.paint(false);   maze.solve(); println!("The maze, solved:"); maze.paint(true); }
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.
#Picat
Picat
table (+,+,+,max) pp(Row,_Column,Tri,Sum),Row>Tri.length => Sum=0. pp(Row,Column,Tri,Sum) ?=> pp(Row+1,Column,Tri,Sum1), Sum = Sum1+Tri[Row,Column]. pp(Row,Column,Tri,Sum) => pp(Row+1,Column+1,Tri,Sum1), Sum = Sum1+Tri[Row,Column].
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.
#J
J
require 'convert/misc/md5' md5 'The quick brown fox jumped over the lazy dog''s back' e38ca1d920c4b8b8d3946b2c72f01680
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)
#Phix
Phix
with javascript_semantics function swap(sequence s, integer x1, y1, x2, y2) {s[x1,y1],s[x2,y2]} = {s[x2,y2],s[x1,y1]} return s end function function se_magicsq(integer n) if n<6 or mod(n-2,4)!=0 then crash("illegal size (%d)",{n}) end if sequence sq = repeat(repeat(0,n),n) integer magic_sum = n*(n*n+1)/2, sq_d_2 = n/2, q2 = power(sq_d_2,2), l = (n-2)/4, x1 = floor(sq_d_2/2)+1, x2, y1 = 1, y2, r = 1 -- fill pattern a c -- d b -- main loop for creating magic square in section a -- the value for b,c and d is derived from a while true do if sq[x1,y1]=0 then x2 = x1+sq_d_2 y2 = y1+sq_d_2 sq[x1,y1] = r -- a sq[x2,y2] = r+q2 -- b sq[x2,y1] = r+q2*2 -- c sq[x1,y2] = r+q2*3 -- d if mod(r,sq_d_2)=0 then y1 += 1 else x1 += 1 y1 -= 1 end if r += 1 end if if x1>sq_d_2 then x1 = 1 while sq[x1,y1] <> 0 do x1 += 1 end while end if if y1<1 then y1 = sq_d_2 while sq[x1,y1] <> 0 do y1 -= 1 end while end if if r>q2 then exit end if end while -- swap left side for y=1 to sq_d_2 do y2 = y+sq_d_2 for x=1 to l do sq = swap(sq, x,y, x,y2) end for end for -- make indent y1 = floor(sq_d_2/2) +1 y2 = y1+sq_d_2 x1 = 1 sq = swap(sq, x1,y1, x1,y2) x1 = l+1 sq = swap(sq, x1,y1, x1,y2) -- swap right side for y=1 to sq_d_2 do y2 = y+sq_d_2 for x=n-l+2 to n do sq = swap(sq, x,y, x,y2) end for end for -- check columms and rows for y=1 to n do r = 0 l = 0 for x=1 to n do r += sq[x,y] l += sq[y,x] end for if r<>magic_sum or l<>magic_sum then crash("error: value <> magic_sum") end if end for -- check diagonals r = 0 l = 0 for x=1 to n do r += sq[x,x] x2 = n-x+1 l += sq[x2,x2] end for if r<>magic_sum or l<>magic_sum then crash("error: value <> magic_sum") end if return sq end function pp(se_magicsq(6),{pp_Nest,1,pp_IntFmt,"%3d",pp_StrFmt,3,pp_IntCh,false,pp_Pause,0})
http://rosettacode.org/wiki/Mandelbrot_set
Mandelbrot set
Mandelbrot set You are encouraged to solve this task according to the task description, using any language you may know. Task Generate and draw the Mandelbrot set. Note that there are many algorithms to draw Mandelbrot set and there are many functions which generate it .
#AWK
AWK
BEGIN { XSize=59; YSize=21; MinIm=-1.0; MaxIm=1.0;MinRe=-2.0; MaxRe=1.0; StepX=(MaxRe-MinRe)/XSize; StepY=(MaxIm-MinIm)/YSize; for(y=0;y<YSize;y++) { Im=MinIm+StepY*y; for(x=0;x<XSize;x++) { Re=MinRe+StepX*x; Zr=Re; Zi=Im; for(n=0;n<30;n++) { a=Zr*Zr; b=Zi*Zi; if(a+b>4.0) break; Zi=2*Zr*Zi+Im; Zr=a-b+Re; } printf "%c",62-n; } print ""; } exit; }
http://rosettacode.org/wiki/Magic_squares_of_odd_order
Magic squares of odd order
A magic square is an   NxN   square matrix whose numbers (usually integers) consist of consecutive numbers arranged so that the sum of each row and column,   and   both long (main) diagonals are equal to the same sum (which is called the   magic number   or   magic constant). The numbers are usually (but not always) the first   N2   positive integers. A magic square whose rows and columns add up to a magic number but whose main diagonals do not, is known as a semimagic square. 8 1 6 3 5 7 4 9 2 Task For any odd   N,   generate a magic square with the integers   1 ──► N,   and show the results here. Optionally, show the magic number. You should demonstrate the generator by showing at least a magic square for   N = 5. Related tasks Magic squares of singly even order Magic squares of doubly even order See also MathWorld™ entry: Magic_square Odd Magic Squares (1728.org)
#BASIC
BASIC
  100 : 110 REM MAGIC SQUARE OF ODD ORDER 120 : 130 DEF FN MOD(A) = A - INT (A / N) * N 140 DEF FN NR(J) = FN MOD((J + 2 * I + 1)) 200 INPUT "ENTER N: ";N 210 IF N < 3 OR (N - INT (N / 2) * 2) = 0 GOTO 200 220 FOR I = 0 TO (N - 1) 230 FOR J = 0 TO (N - 1): HTAB 4 * (J + 1) 240 PRINT N * FN NR(N - J - 1) + FN NR(J) + 1; 250 NEXT J: PRINT 260 NEXT I 270 PRINT "MAGIC CONSTANT: ";N * (N * N + 1) / 2  
http://rosettacode.org/wiki/Magic_squares_of_odd_order
Magic squares of odd order
A magic square is an   NxN   square matrix whose numbers (usually integers) consist of consecutive numbers arranged so that the sum of each row and column,   and   both long (main) diagonals are equal to the same sum (which is called the   magic number   or   magic constant). The numbers are usually (but not always) the first   N2   positive integers. A magic square whose rows and columns add up to a magic number but whose main diagonals do not, is known as a semimagic square. 8 1 6 3 5 7 4 9 2 Task For any odd   N,   generate a magic square with the integers   1 ──► N,   and show the results here. Optionally, show the magic number. You should demonstrate the generator by showing at least a magic square for   N = 5. Related tasks Magic squares of singly even order Magic squares of doubly even order See also MathWorld™ entry: Magic_square Odd Magic Squares (1728.org)
#Batch_File
Batch File
@echo off rem Magic squares of odd order setlocal EnableDelayedExpansion set n=9 echo The square order is: %n% for /l %%i in (1,1,%n%) do ( set w= for /l %%j in (1,1,%n%) do ( set /a v1=%%i*2-%%j+n-1 set /a v1=v1%%n*n set /a v2=%%i*2+%%j+n-2 set /a v2=v2%%n set /a v=v1+v2+1 set v= !v! set w=!w!!v:~-5!) echo !w!) set /a w=n*(n*n+1)/2 echo The magic number is: %w% pause
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.
#C.2B.2B
C++
#include <iostream> #include <blitz/tinymat.h>   int main() { using namespace blitz;   TinyMatrix<double,3,3> A, B, C;   A = 1, 2, 3, 4, 5, 6, 7, 8, 9;   B = 1, 0, 0, 0, 1, 0, 0, 0, 1;   C = product(A, B);   std::cout << C << std::endl; }
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#Factor
Factor
USING: arrays combinators.short-circuit formatting fry generalizations kernel math math.matrices prettyprint sequences ; IN: rosetta-code.doubly-even-magic-squares   : top? ( loc n -- ? ) [ second ] dip 1/4 * <  ; : bottom? ( loc n -- ? ) [ second ] dip 3/4 * >= ; : left? ( loc n -- ? ) [ first ] dip 1/4 * <  ; : right? ( loc n -- ? ) [ first ] dip 3/4 * >= ; : corner? ( loc n -- ? ) { [ { [ top? ] [ left? ] } ] [ { [ top? ] [ right? ] } ] [ { [ bottom? ] [ left? ] } ] [ { [ bottom? ] [ right? ] } ] } [ 2&& ] map-compose 2|| ;   : center? ( loc n -- ? ) { [ top? ] [ bottom? ] [ left? ] [ right? ] } [ not ] map-compose 2&& ;   : backward? ( loc n -- ? ) { [ corner? ] [ center? ] } 2|| ; : forward ( loc n -- m ) [ first2 ] dip * 1 + + ; : backward ( loc n -- m ) tuck forward [ sq ] dip - 1 + ;   : (doubly-even-magic-square) ( n -- matrix ) [ dup 2array matrix-coordinates flip ] [ 3 dupn ] bi '[ dup _ backward? [ _ backward ] [ _ forward ] if ] matrix-map ;   ERROR: invalid-order order ;   : check-order ( n -- ) dup { [ zero? not ] [ 4 mod zero? ] } 1&& [ drop ] [ invalid-order ] if ;   : doubly-even-magic-square ( n -- matrix ) dup check-order (doubly-even-magic-square) ;   : main ( -- ) { 4 8 12 } [ dup doubly-even-magic-square dup [ "Order: %d\n" printf ] [ simple-table. ] [ first sum "Magic constant: %d\n\n" printf ] tri* ] each ;   MAIN: main
http://rosettacode.org/wiki/Magic_squares_of_doubly_even_order
Magic squares of doubly even order
A magic square is an   N×N  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 doubly even order has a size that is a multiple of four   (e.g.     4, 8, 12). This means that the subsquares also have an even size, which plays a role in the construction. 1 2 62 61 60 59 7 8 9 10 54 53 52 51 15 16 48 47 19 20 21 22 42 41 40 39 27 28 29 30 34 33 32 31 35 36 37 38 26 25 24 23 43 44 45 46 18 17 49 50 14 13 12 11 55 56 57 58 6 5 4 3 63 64 Task Create a magic square of   8 × 8. Related tasks Magic squares of odd order Magic squares of singly even order See also Doubly Even Magic Squares (1728.org)
#FreeBASIC
FreeBASIC
' version 18-03-2016 ' compile with: fbc -s console ' doubly even magic square 4, 8, 12, 16...   Sub Err_msg(msg As String) Print msg Beep : Sleep 5000, 1 : Exit Sub End Sub   Sub de_magicsq(n As UInteger, filename As String = "")   ' filename <> "" then save square in a file ' filename can contain directory name ' if filename exist it will be overwriten, no error checking   If n < 4 Then Err_msg( "Error: n is to small") Exit Sub End If   If (n Mod 4) <> 0 Then Err_msg "Error: not possible to make doubly" + _ " even magic square size " + Str(n) Exit Sub End If   Dim As UInteger sq(1 To n, 1 To n) Dim As UInteger magic_sum = n * (n ^ 2 +1) \ 2 Dim As UInteger q = n \ 4 Dim As UInteger x, y, nr = 1 Dim As String frmt = String(Len(Str(n * n)) +1, "#")   ' set up the square For y = 1 To n For x = q +1 To n - q sq(x,y) = 1 Next Next For x = 1 To n For y = q +1 To n - q sq(x, y) Xor= 1 Next Next   ' fill the square q = n * n +1 For y = 1 To n For x = 1 To n If sq(x,y) = 0 Then sq(x,y) = q - nr Else sq(x,y) = nr End If nr += 1 Next Next   ' check columms and rows For y = 1 To n nr = 0 : q = 0 For x = 1 To n nr += sq(x,y) q += sq(y,x) Next If nr <> magic_sum Or q <> magic_sum Then Err_msg "Error: value <> magic_sum" Exit Sub End If Next   ' check diagonals nr = 0 : q = 0 For x = 1 To n nr += sq(x, x) q += sq(n - x +1, n - x +1) Next If nr <> magic_sum Or q <> magic_sum Then Err_msg "Error: value <> magic_sum" Exit Sub End If   ' printing square's on screen bigger when ' n > 19 results in a wrapping of the line Print "Single even magic square size: "; n; "*"; n Print "The magic sum = "; magic_sum Print For y = 1 To n For x = 1 To n Print Using frmt; sq(x, y); Next Print Next   ' output magic square to a file with the name provided If filename <> "" Then nr = FreeFile Open filename For Output As #nr Print #nr, "Single even magic square size: "; n; "*"; n Print #nr, "The magic sum = "; magic_sum Print #nr, For y = 1 To n For x = 1 To n Print #nr, Using frmt; sq(x,y); Next Print #nr, Next Close #nr End If   End Sub   ' ------=< MAIN >=------   de_magicsq(8, "magic8de.txt") : Print   ' empty keyboard buffer While Inkey <> "" : Wend Print : Print "hit any key to end program" Sleep 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
#EchoLisp
EchoLisp
  ;; copied from Scheme (define (A k x1 x2 x3 x4 x5) (define (B) (set! k (- k 1)) (A k B x1 x2 x3 x4)) (if (<= k 0) (+ (x4) (x5)) (B)))   (A 10 (lambda () 1) (lambda () -1) (lambda () -1) (lambda () 1) (lambda () 0)) → -67 (A 13 (lambda () 1) (lambda () -1) (lambda () -1) (lambda () 1) (lambda () 0)) → -642 (A 14 ..) ❗ InternalError : too much recursion - JS internal error (please, report it)- → stack overflow using FireFox  
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.
#X86_Assembly
X86 Assembly
.386 .model flat .code _gost32 proc near32 public _gost32 ; The inner loop of a subroutine ; 1. Beginning of the cycle, and preservation of the old N1 iloop: mov EBP,EAX ; 2. Adding to the S key modulo 2^32 add EAX,[ESI] ; add the key add ESI,4 ; the next element of the key. ; 3. Block-replace in the rotation of S by 8 bits to the left REPT 3 xlat ; recoding byte ror EAX,8 ; AL <- next byte add EBX,100h; next node changes ENDM xlat ; recoding byte sub EBX,300h; BX -> 1st node changes ; 4. Complete rotation of the S at 3 bits to the left rol EAX,3 ; 5. The calculation of the new values of N1,N2 xor EAX,EDX mov EDX,EBP ; The completion of the inner loop loop iloop ret _gost32 endp 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.
#Wren
Wren
import "/fmt" for Fmt   class GOST { // assumes 's' is an 8 x 16 integer array construct new(s) { _k87 = List.filled(256, 0) _k65 = List.filled(256, 0) _k43 = List.filled(256, 0) _k21 = List.filled(256, 0) _enc = List.filled(8, 0) for (i in 0..255) { _k87[i] = s[7][i>>4]<<4 | s[6][i&15] _k65[i] = s[5][i>>4]<<4 | s[4][i&15] _k43[i] = s[3][i>>4]<<4 | s[2][i&15] _k21[i] = s[1][i>>4]<<4 | s[0][i&15] } }   enc { _enc }   f(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) }   mainStep(input, key) { var key32 = GOST.u32(key) var input1 = GOST.u32(input[0...4]) var input2 = GOST.u32(input[4..-1]) GOST.b4(f(key32+input1)^input2, enc) for (i in 0..3) enc[i + 4] = input[i] }   static u32(b) { b[0] | b[1]<<8 | b[2]<<16 | b[3]<<24 }   static b4(u, b) { b[0] = u & 0xff b[1] = (u >> 8) & 0xff b[2] = (u >> 16) & 0xff b[3] = (u >> 24) & 0xff } }   var 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] ]   var input = [0x21, 0x04, 0x3b, 0x04, 0x30, 0x04, 0x32, 0x04] var key = [0xf9, 0x04, 0xc1, 0xe2] var g = GOST.new(cbrf) g.mainStep(input, key) for (b in g.enc) System.write("[%(Fmt.xz(2, b))]") System.print()
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.
#REXX
REXX
/*REXX pgm finds/displays magnanimous #s (#s with a inserted + sign to sum to a prime).*/ parse arg bet.1 bet.2 bet.3 highP . /*obtain optional arguments from the CL*/ if bet.1=='' | bet.1=="," then bet.1= 1..45 /* " " " " " " */ if bet.2=='' | bet.2=="," then bet.2= 241..250 /* " " " " " " */ if bet.3=='' | bet.3=="," then bet.3= 391..400 /* " " " " " " */ if highP=='' | highP=="," then highP= 1000000 /* " " " " " " */ call genP /*gen primes up to highP (1 million).*/   do j=1 for 3 /*process three magnanimous "ranges". */ parse var bet.j LO '..' HI /*obtain the first range (if any). */ if HI=='' then HI= LO /*Just a single number? Then use LO. */ if HI==0 then iterate /*Is HI a zero? Then skip this range.*/ finds= 0; $= /*#: magnanimous # cnt; $: is a list*/ do k=0 until finds==HI /* [↓] traipse through the number(s). */ if \magna(k) then iterate /*Not magnanimous? Then skip this num.*/ finds= finds + 1 /*bump the magnanimous number count. */ if finds>=LO then $= $ k /*In range► Then add number ──► $ list*/ end /*k*/ say say center(' 'LO "──►" HI 'magnanimous numbers ', 126, "─") say strip($) end /*j*/ exit 0 /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ magna: procedure expose @. !.; parse arg x 1 L 2 '' -1 R /*obtain #, 1st & last digit.*/ len= length(x); if len==1 then return 1 /*one digit #s are magnanimous*/ if x>1001 then if L//2 == R//2 then return 0 /*Has parity? Not magnanimous*/ do s= 1 for len-1 /*traipse thru #, inserting + */ parse var x y +(s) z; sum= y + z /*parse 2 parts of #, sum 'em.*/ if !.sum then iterate /*Is sum prime? So far so good*/ else return 0 /*Nope? Then not magnanimous.*/ end /*s*/ return 1 /*Pass all the tests, it's magnanimous.*/ /*──────────────────────────────────────────────────────────────────────────────────────*/ genP: @.1=2; @.2=3; @.3=5; @.4=7; @.5=11; @.6=13 /*assign low primes; # primes.*/  !.= 0; !.2=1; !.3=1; !.5=1; !.7=1; !.11=1; !.13=1 /* " semaphores to " */ #= 6; sq.#= @.# ** 2 /*# primes so far; P squared.*/ do j=@.#+4 by 2 to highP; parse var j '' -1 _; if _==5 then iterate /*÷ by 5?*/ if j// 3==0 then iterate; if j// 7==0 then iterate /*÷ by 3?; ÷ by 7?*/ if j//11==0 then iterate /*" " 11? " " 13?*/ do k=6 while sq.k<=j /*divide by some generated odd primes. */ if j//@.k==0 then iterate j /*Is J divisible by P? Then not prime*/ end /*k*/ /* [↓] a prime (J) has been found. */ #= #+1; @.#= j; sq.#= j*j;  !.j= 1 /*bump #Ps; P──►@.assign P; P^2; P flag*/ end /*j*/; return
http://rosettacode.org/wiki/Matrix_transposition
Matrix transposition
Transpose an arbitrarily sized rectangular Matrix.
#C
C
#include <stdio.h>   void transpose(void *dest, void *src, int src_h, int src_w) { int i, j; double (*d)[src_h] = dest, (*s)[src_w] = src; for (i = 0; i < src_h; i++) for (j = 0; j < src_w; j++) d[j][i] = s[i][j]; }   int main() { int i, j; double a[3][5] = {{ 0, 1, 2, 3, 4 }, { 5, 6, 7, 8, 9 }, { 1, 0, 0, 0, 42}}; double b[5][3]; transpose(b, a, 3, 5);   for (i = 0; i < 5; i++) for (j = 0; j < 3; j++) printf("%g%c", b[i][j], j == 2 ? '\n' : ' '); return 0; }
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.
#Erlang
Erlang
  -module( maze ).   -export( [cell_accessible_neighbours/1, cell_content/1, cell_content_set/2, cell_pid/3, cell_position/1, display/1, generation/2, stop/1, task/0] ).   -record( maze, {dict, max_x, max_y, start} ). -record( state, {content=" ", controller, is_dug=false, max_x, max_y, neighbours=[], position, walls=[north, south, east, west], walk_done} ).   cell_accessible_neighbours( Pid ) -> read( Pid, accessible_neighbours ).   cell_content( Pid ) -> read( Pid, content ).   cell_content_set( Pid, Content ) -> Pid ! {content, Content, erlang:self()}.   cell_pid( X, Y, Maze ) -> dict:fetch( {X, Y}, Maze#maze.dict ).   cell_position( Pid ) -> read( Pid, position ).   display( #maze{dict=Dict, max_x=Max_x, max_y=Max_y} ) -> Position_pids = dict:to_list( Dict ), display( Max_x, Max_y, reads(Position_pids, content), reads(Position_pids, walls) ).   generation( Max_x, Max_y ) -> Controller = erlang:self(), Position_pids = cells_create( Controller, Max_x, Max_y ), Pids = [Y || {_X, Y} <- Position_pids], [X ! {position_pids, Position_pids} || X <- Pids], {Position, Pid} = lists:nth( random:uniform(Max_x * Max_y), Position_pids ), Pid ! {dig, Controller}, receive {dig_done} -> ok end, #maze{dict=dict:from_list(Position_pids), max_x=Max_x, max_y=Max_y, start=Position}.   stop( #maze{dict=Dict} ) -> Controller = erlang:self(), Pids = [Y || {_X, Y} <- dict:to_list(Dict)], [X ! {stop, Controller} || X <- Pids], ok.   task() -> Maze = generation( 16, 8 ), io:fwrite( "Starting at ~p~n", [Maze#maze.start] ), display( Maze ), stop( Maze ).       cells_create( Controller, Max_x, Max_y ) -> [{{X, Y}, cell_create(Controller, Max_x, Max_y, {X, Y})} || X <- lists:seq(1, Max_x), Y<- lists:seq(1, Max_y)].   cell_create( Controller, Max_x, Max_y, {X, Y} ) -> erlang:spawn_link( fun() -> random:seed( X*1000, Y*1000, (X+Y)*1000 ), loop( #state{controller=Controller, max_x=Max_x, max_y=Max_y, position={X, Y}} ) end ).   display( Max_x, Max_y, Position_contents, Position_walls ) -> All_rows = [display_row( Max_x, Y, Position_contents, Position_walls ) || Y <- lists:seq(Max_y, 1, -1)], [io:fwrite("~s+~n~s|~n", [North, West]) || {North, West} <- All_rows], io:fwrite("~s+~n", [lists:flatten(lists:duplicate(Max_x, display_row_north(true)))] ).   display_row( Max_x, Y, Position_contents, Position_walls ) -> North_wests = [display_row_walls(proplists:get_value({X,Y}, Position_contents), proplists:get_value({X,Y}, Position_walls)) || X <- lists:seq(1, Max_x)], North = lists:append( [North || {North, _West} <- North_wests] ), West = lists:append( [West || {_X, West} <- North_wests] ), {North, West}.   display_row_walls( Content, Walls ) -> {display_row_north( lists:member(north, Walls) ), display_row_west( lists:member(west, Walls), Content )}.   display_row_north( true ) -> "+---"; display_row_north( false ) -> "+ ".   display_row_west( true, Content ) -> "| " ++ Content ++ " "; display_row_west( false, Content ) -> " " ++ Content ++ " ".   loop( State ) -> receive {accessible_neighbours, Pid} -> Pid ! {accessible_neighbours, loop_accessible_neighbours( State#state.neighbours, State#state.walls ), erlang:self()}, loop( State ); {content, Pid} -> Pid ! {content, State#state.content, erlang:self()}, loop( State ); {content, Content, _Pid} -> loop( State#state{content=Content} ); {dig, Pid} -> Not_dug_neighbours = loop_not_dug( State#state.neighbours ), New_walls = loop_dig( Not_dug_neighbours, lists:delete( loop_wall_from_pid(Pid, State#state.neighbours), State#state.walls), Pid ), loop( State#state{is_dug=true, walls=New_walls, walk_done=Pid} ); {dig_done} -> Not_dug_neighbours = loop_not_dug( State#state.neighbours ), New_walls = loop_dig( Not_dug_neighbours, State#state.walls, State#state.walk_done ), loop( State#state{walls=New_walls} ); {is_dug, Pid} -> Pid ! {is_dug, State#state.is_dug, erlang:self()}, loop( State ); {position, Pid} -> Pid ! {position, State#state.position, erlang:self()}, loop( State ); {position_pids, Position_pids} -> {_My_position, Neighbours} = lists:foldl( fun loop_neighbours/2, {State#state.position, []}, Position_pids ), erlang:garbage_collect(), % Shrink process after using large Pid_positions. For memory starved systems. loop( State#state{neighbours=Neighbours} ); {stop, Controller} when Controller =:= State#state.controller -> ok; {walls, Pid} -> Pid ! {walls, State#state.walls, erlang:self()}, loop( State ) end.   loop_accessible_neighbours( Neighbours, Walls ) -> [Pid || {Direction, Pid} <- Neighbours, not lists:member(Direction, Walls)].   loop_dig( [], Walls, Pid ) -> Pid ! {dig_done}, Walls; loop_dig( Not_dug_neighbours, Walls, _Pid ) -> {Dig_pid, Dig_direction} = lists:nth( random:uniform(erlang:length(Not_dug_neighbours)), Not_dug_neighbours ), Dig_pid ! {dig, erlang:self()}, lists:delete( Dig_direction, Walls ).   loop_neighbours( {{X, Y}, Pid}, {{X, My_y}, Acc} ) when Y =:= My_y + 1 -> {{X, My_y}, [{north, Pid} | Acc]}; loop_neighbours( {{X, Y}, Pid}, {{X, My_y}, Acc} ) when Y =:= My_y - 1 -> {{X, My_y}, [{south, Pid} | Acc]}; loop_neighbours( {{X, Y}, Pid}, {{My_x, Y}, Acc} ) when X =:= My_x + 1 -> {{My_x, Y}, [{east, Pid} | Acc]}; loop_neighbours( {{X, Y}, Pid}, {{My_x, Y}, Acc} ) when X =:= My_x - 1 -> {{My_x, Y}, [{west, Pid} | Acc]}; loop_neighbours( _Position_pid, Acc ) -> Acc.   loop_not_dug( Neighbours ) -> My_pid = erlang:self(), [Pid ! {is_dug, My_pid} || {_Direction, Pid} <- Neighbours], [{Pid, Direction} || {Direction, Pid} <- Neighbours, not read_receive(Pid, is_dug)].   loop_wall_from_pid( Pid, Neighbours ) -> loop_wall_from_pid_result( lists:keyfind(Pid, 2, Neighbours) ). loop_wall_from_pid_result( {Direction, _Pid} ) -> Direction; loop_wall_from_pid_result( false ) -> controller.   read( Pid, Key ) -> Pid ! {Key, erlang:self()}, read_receive( Pid, Key ).   read_receive( Pid, Key ) -> receive {Key, Value, Pid} -> Value end.   reads( Position_pids, Key ) -> My_pid = erlang:self(), [Pid ! {Key, My_pid} || {_Position, Pid} <- Position_pids], [{Position, read_receive(Pid, Key)} || {Position, Pid} <- Position_pids].  
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.
#Octave
Octave
M = [ 3, 2; 2, 1 ]; M^0 M^1 M^2 M^(-1) M^0.5
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.
#PARI.2FGP
PARI/GP
M^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.
#ERRE
ERRE
PROGRAM RANGE   BEGIN AL=0 AH=10 BL=-1 BH=0 FOR N=0 TO 10 DO RANGE=BL+(N-AL)*(BH-BL)/(AH-AL) WRITE("### maps to ##.##";N;RANGE) ! PRINT(N;" maps to ";RANGE) END FOR END PROGRAM  
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.
#Euphoria
Euphoria
function map_range(sequence a, sequence b, atom s) return b[1]+(s-a[1])*(b[2]-b[1])/(a[2]-a[1]) end function   for i = 0 to 10 do printf(1, "%2g maps to %4g\n", {i, map_range({0,10},{-1,0},i)}) 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.
#Swift
Swift
enum errors: Error { //Occurs when a start or end position is given that is outside of bounds case IndexOutsideMazeBoundary } ///Used to solve any maze generated by the swift implementation of maze generator at: ///https://www.rosettacode.org/wiki/Maze_generation#Swift class MazeSolver { ///your starting index position in the maze var startPos: (Int, Int) /// the end index position you are trying to reach within the maze var endPos: (Int, Int) /// a maze of [[INT]] where each value is between 1 and 14. /// each number representing a var maze: [[Int]] var visitedSpaces: [(Int, Int)] init(maze: [[Int]]) { self.startPos = (0, 0) self.endPos = (0, 0) /// a maze that consists of a array of ints from 1-14 organized to /// create a maze like structure. /// Each number represents where the walls and paths will be /// ex. 2 only has a path south and 12 has paths E or W self.maze = maze /// spaces each branch has visited to stop from searching previously explored /// areas of the maze self.visitedSpaces = [] } /// determine if the user has previously visited the given location within the maze func visited(position: (Int, Int)) -> Bool { return visitedSpaces.contains(where: {$0 == position}) } /// used to translate the mazes number scheme to a list of directions available /// for each number. DirectionDiff for N would be (0, -1) for example func getDirections(positionValue: Int) -> [(Int, Int)] { switch positionValue { case 1: return [Direction.north.diff] case 2: return [Direction.south.diff] case 3: return [Direction.north.diff, Direction.south.diff] case 4: return [Direction.east.diff] case 5: return [Direction.north.diff, Direction.east.diff] case 6: return [Direction.south.diff, Direction.east.diff] case 7: return [Direction.north.diff, Direction.east.diff, Direction.south.diff] case 8: return [Direction.west.diff] case 9: return [Direction.north.diff, Direction.west.diff] case 10: return [Direction.west.diff, Direction.south.diff] case 11: return [Direction.north.diff, Direction.south.diff, Direction.west.diff] case 12: return [Direction.west.diff, Direction.east.diff] case 13: return [Direction.north.diff, Direction.east.diff, Direction.west.diff] case 14: return [Direction.east.diff, Direction.south.diff, Direction.west.diff] default: return [] } } /// calculate and return all paths branching from the current position that haven't been explored yet func availablePaths(currentPosition: (Int, Int), lastPos: (Int, Int)) -> [(Int, Int)] { /// all available paths to be returned var paths: [(Int, Int)] = [] /// the maze contents at the given position (ie the maze number) let positionValue = maze[currentPosition.0][ currentPosition.1] /// used to build the new path positions and check them before they /// are added to paths var workingPos: (Int, Int) // is the maze at a dead end and not our first position if ([1, 2, 4, 8].contains(positionValue) && currentPosition != lastPos) { return [] } /// the directions available based on the maze contents of our /// current position let directions: [(Int, Int)] = getDirections(positionValue: positionValue) /// build the paths for pos in directions { workingPos = (currentPosition.0 + pos.0, currentPosition.1 + pos.1) if (currentPosition == lastPos || (workingPos != lastPos && !visited(position: workingPos))) { paths.append(workingPos) } } return paths } /// prints a model of the maze with /// O representing the start point /// X representing the end point /// * representing traveled space /// NOTE: starting pos and end pos represent indexes and thus start at 0 func solveAndDisplay(startPos: (Int, Int), endPos: (Int, Int)) throws { if (startPos.0 >= maze.count || startPos.1 >= maze[0].count) { throw errors.IndexOutsideMazeBoundary } /// the position you are beginning at in the maze self.startPos = startPos /// the position you wish to get to within the maze self.endPos = endPos /// spaces each branch has visited to stop from searching previously explored /// areas of the maze self.visitedSpaces = [] self.displaySolvedMaze(finalPath: solveMaze(startpos: startPos, pathSoFar: [])!) } /// recursively solves our maze private func solveMaze(startpos: (Int, Int), pathSoFar: [(Int, Int)]) -> [(Int, Int)]? { /// marks our current position in the maze var currentPos: (Int, Int) = startpos /// saves the spaces visited on this current branch var currVisitedSpaces : [(Int, Int)] = [startpos] /// the final path (or the path so far if the end pos has not been reached) /// from the start position to the end position var finalPath: [(Int, Int)] = pathSoFar /// all possible paths from our current position that have not been explored var possiblePaths: [(Int, Int)] = availablePaths(currentPosition: startpos, lastPos: pathSoFar.last ?? startpos) // move through the maze until you come to a position that has been explored, the end position, or a dead end (the // possible paths array is empty) while (!possiblePaths.isEmpty) { // found the final path guard (currentPos != self.endPos) else { finalPath.append(contentsOf: currVisitedSpaces) return finalPath } // multiple valid paths from current position found // recursively call new branches for each valid path if (possiblePaths.count > 1) { visitedSpaces.append(contentsOf: currVisitedSpaces) finalPath.append(contentsOf: currVisitedSpaces) // for each valid path recursively call each path // and if it contains the final path // ie it found the endpoint, return that path for pos in possiblePaths { let path = solveMaze(startpos: pos, pathSoFar: finalPath) if (path != nil) { return path } } // otherwise this branch and it's sub-branches // are dead-ends so kill this branch return nil } // continue moving along the only path available else { // update current path to our only available next // position currentPos = possiblePaths[0] // calculate the available paths from our new // current position possiblePaths = availablePaths(currentPosition: currentPos, lastPos: currVisitedSpaces.last ?? currentPos) // update the visited spaces for this branch currVisitedSpaces.append(currentPos) } } // if our new current position is the endpos return our final path if (currentPos == self.endPos) { finalPath.append(contentsOf: currVisitedSpaces) return finalPath } else { return nil } } // Reference: https://www.rosettacode.org/wiki/Maze_generation#Swift // adapts the display method used in the swift implementation of the maze generator we used for this app to display the maze // solved func displaySolvedMaze(finalPath: [(Int, Int)]) { /// all cells are 3 wide in the x axis let cellWidth = 3 for j in 0..<y { // Draw top edge // if mark corner with +, add either (cell width) spaces or - to the topedge var dependin on if it is a wall or not var topEdge = "" for i in 0..<x { topEdge += "+" topEdge += String(repeating: (maze[i][j] & Direction.north.rawValue) == 0 ? "-" : " ", count: cellWidth) } topEdge += "+" print(topEdge) // Draw left edge //through the center of the cell if is a wall add | if not a space // then if it is travelled add " * " otherwise just 3 spaces then //cap it with a | at the end for the right most wall var leftEdge = "" for i in 0..<x { leftEdge += (maze[i][j] & Direction.west.rawValue) == 0 ? "|" : " " if (finalPath.first! == (i, j)) { leftEdge += " O " } else if (finalPath.last! == (i, j)) { leftEdge += " X " } else { if (finalPath.contains(where: {$0 == (i, j)})) { leftEdge += " * " } else { leftEdge += String(repeating: " ", count: cellWidth) } } } leftEdge += "|" print(leftEdge) } // Draw bottom edge // adds + on corners and _ everywhere else var bottomEdge = "" for _ in 0..<x { bottomEdge += "+" bottomEdge += String(repeating: "-", count: cellWidth) } bottomEdge += "+" print(bottomEdge) } }
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.
#PicoLisp
PicoLisp
(de maxpath (Lst) (let (Lst (reverse Lst) R (car Lst)) (for I (cdr Lst) (setq R (mapcar + (maplist '((L) (and (cdr L) (max (car L) (cadr L))) ) R ) I ) ) ) (car R) ) )
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.
#Java
Java
import java.nio.charset.StandardCharsets; import java.security.MessageDigest; import java.security.NoSuchAlgorithmException;   public class Digester {   public static void main(String[] args) { System.out.println(hexDigest("Rosetta code", "MD5")); }   static String hexDigest(String str, String digestName) { try { MessageDigest md = MessageDigest.getInstance(digestName); byte[] digest = md.digest(str.getBytes(StandardCharsets.UTF_8)); char[] hex = new char[digest.length * 2]; for (int i = 0; i < digest.length; i++) { hex[2 * i] = "0123456789abcdef".charAt((digest[i] & 0xf0) >> 4); hex[2 * i + 1] = "0123456789abcdef".charAt(digest[i] & 0x0f); } return new String(hex); } catch (NoSuchAlgorithmException e) { throw new IllegalStateException(e); } } }