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http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Kotlin
Kotlin
import java.math.BigDecimal import java.math.MathContext   val con1024 = MathContext(1024) val bigTwo = BigDecimal(2) val bigFour = bigTwo * bigTwo   fun bigSqrt(bd: BigDecimal, con: MathContext): BigDecimal { var x0 = BigDecimal.ZERO var x1 = BigDecimal.valueOf(Math.sqrt(bd.toDouble())) while (x0 != x1) { x0 = x1 x1 = bd.divide(x0, con).add(x0).divide(bigTwo, con) } return x1 }   fun main(args: Array<String>) { var a = BigDecimal.ONE var g = a.divide(bigSqrt(bigTwo, con1024), con1024) var t : BigDecimal var sum = BigDecimal.ZERO var pow = bigTwo while (a != g) { t = (a + g).divide(bigTwo, con1024) g = bigSqrt(a * g, con1024) a = t pow *= bigTwo sum += (a * a - g * g) * pow } val pi = (bigFour * a * a).divide(BigDecimal.ONE - sum, con1024) println(pi) }
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#Arendelle
Arendelle
// Creating an array as [ 23, 12, 2, 5345, 23 ] // with name "space" ( space , 23; 12; 2; 5345; 23 ) // Getting the size of an array: "Size of array is | @space? |" // Appending array with 54 ( space[ @space? ] , 54 ) // Something else fun about arrays in Arendelle // for example when you have one like this: // // space -> [ 23, 34, 3, 6345 ] // // If you do this on the space: ( space[ 7 ] , 10 ) // Arendelle will make the size of array into // 8 by appending zeros and then it will set // index 7 to 10 and result will be: // // space -> [ 23, 34, 3, 6345, 0, 0, 0, 10 ] // To remove the array you can use done keyword: ( space , done )
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#BBC_BASIC
BBC BASIC
DIM Complex{r, i}   DIM a{} = Complex{} : a.r = 1.0 : a.i = 1.0 DIM b{} = Complex{} : b.r = PI# : b.i = 1.2 DIM o{} = Complex{}   PROCcomplexadd(o{}, a{}, b{}) PRINT "Result of addition is " FNcomplexshow(o{}) PROCcomplexmul(o{}, a{}, b{}) PRINT "Result of multiplication is " ; FNcomplexshow(o{}) PROCcomplexneg(o{}, a{}) PRINT "Result of negation is " ; FNcomplexshow(o{}) PROCcomplexinv(o{}, a{}) PRINT "Result of inversion is " ; FNcomplexshow(o{}) END   DEF PROCcomplexadd(dst{}, one{}, two{}) dst.r = one.r + two.r dst.i = one.i + two.i ENDPROC   DEF PROCcomplexmul(dst{}, one{}, two{}) dst.r = one.r*two.r - one.i*two.i dst.i = one.i*two.r + one.r*two.i ENDPROC   DEF PROCcomplexneg(dst{}, src{}) dst.r = -src.r dst.i = -src.i ENDPROC   DEF PROCcomplexinv(dst{}, src{}) LOCAL denom : denom = src.r^2 + src.i^ 2 dst.r = src.r / denom dst.i = -src.i / denom ENDPROC   DEF FNcomplexshow(src{}) IF src.i >= 0 THEN = STR$(src.r) + " + " +STR$(src.i) + "i" = STR$(src.r) + " - " + STR$(-src.i) + "i"
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#Bracmat
Bracmat
(add=a b.!arg:(?a,?b)&!a+!b) & ( multiply = a b.!arg:(?a,?b)&1+!a*!b+-1 ) & (negate=.1+-1*!arg+-1) & ( conjugate = a b .  !arg:i&-i | !arg:-i&i | !arg:?a_?b&(conjugate$!a)_(conjugate$!b) | !arg ) & ( invert = conjugated . conjugate$!arg:?conjugated & multiply$(!arg,!conjugated)^-1*!conjugated ) & out$("(a+i*b)+(a+i*b) =" add$(a+i*b,a+i*b)) & out$("(a+i*b)+(a+-i*b) =" add$(a+i*b,a+-i*b)) & out$("(a+i*b)*(a+i*b) =" multiply$(a+i*b,a+i*b)) & out$("(a+i*b)*(a+-i*b) =" multiply$(a+i*b,a+-i*b)) & out$("-1*(a+i*b) =" negate$(a+i*b)) & out$("-1*(a+-i*b) =" negate$(a+-i*b)) & out$("sin$x = " sin$x) & out$("conjugate sin$x =" conjugate$(sin$x)) & out $ ("sin$x minus conjugate sin$x =" sin$x+negate$(conjugate$(sin$x))) & done;
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Fortran
Fortran
SUBROUTINE CHECK(A,N) !Inspect matrix A. REAL A(:,:) !The matrix, whatever size it is. INTEGER N !The order. REAL B(N,N) !A scratchpad, size known on entry.. INTEGER, ALLOCATABLE::TROUBLE(:) !But for this, I'll decide later. INTEGER M   M = COUNT(A(1:N,1:N).LE.0) !Some maximum number of troublemakers.   ALLOCATE (TROUBLE(1:M**3)) !Just enough.   DEALLOCATE(TROUBLE) !Not necessary. END SUBROUTINE CHECK !As TROUBLE is declared within CHECK.
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#FreeBASIC
FreeBASIC
  /' FreeBASIC admite tres tipos básicos de asignación de memoria: - La asignación estática se produce para variables estáticas y globales. La memoria se asigna una vez cuando el programa se ejecuta y persiste durante toda la vida del programa. - La asignación de pila se produce para parámetros de procedimiento y variables locales. La memoria se asigna cuando se ingresa el bloque correspondiente y se libera cuando se deja el bloque, tantas veces como sea necesario. - La asignación dinámica es el tema de este artículo.   La asignación estática y la asignación de pila tienen dos cosas en común: - El tamaño de la variable debe conocerse en el momento de la compilación. - La asignación y desasignación de memoria ocurren automáticamente (cuando se crea una instancia de la variable y luego se destruye). El usuario no puede anticipar la destrucción de dicha variable.   La mayoría de las veces, eso está bien. Sin embargo, hay situaciones en las que una u otra de estas restricciones causan problemas (cuando la memoria necesaria depende de la entrada del usuario, el tamaño solo se puede determinar durante el tiempo de ejecución).   1) Palabras clave para la asignación de memoria dinámica: Hay dos conjuntos de palabras clave para la asignación / desasignación dinámica: * Allocate / Callocate / Reallocate / Deallocate: para la asignación de memoria bruta y luego la desasignación, para tipos simples predefinidos o búferes de usuario. * New / Delete: para asignación de memoria + construcción, luego destrucción + desasignación. Se desaconseja encarecidamente mezclar palabras clave entre estos dos conjuntos cuando se gestiona un mismo bloque de memoria.   2) Variante usando Redim / Erase: FreeBASIC también admite matrices dinámicas (matrices de longitud variable). La memoria utilizada por una matriz dinámica para almacenar sus elementos se asigna en tiempo de ejecución en el montón. Las matrices dinámicas pueden contener tipos simples y objetos complejos. Al usar Redim, el usuario no necesita llamar al Constructor / Destructor porque Redim lo hace automáticamente cuando agrega / elimina un elemento. Erase luego destruye todos los elementos restantes para liberar completamente la memoria asignada a ellos.   '/   Type UDT Dim As String S = "FreeBASIC" '' induce an implicit constructor and destructor End Type   ' 3 then 4 objects: Callocate, Reallocate, Deallocate, (+ .constructor + .destructor) Dim As UDT Ptr p1 = Callocate(3, Sizeof(UDT)) '' allocate cleared memory for 3 elements (string descriptors cleared, '' but maybe useless because of the constructor's call right behind) For I As Integer = 0 To 2 p1[I].Constructor() '' call the constructor on each element Next I For I As Integer = 0 To 2 p1[I].S &= Str(I) '' add the element number to the string of each element Next I For I As Integer = 0 To 2 Print "'" & p1[I].S & "'", '' print each element string Next I Print p1 = Reallocate(p1, 4 * Sizeof(UDT)) '' reallocate memory for one additional element Clear p1[3], 0, 3 * Sizeof(Integer) '' clear the descriptor of the additional element, '' but maybe useless because of the constructor's call right behind p1[3].Constructor() '' call the constructor on the additional element p1[3].S &= Str(3) '' add the element number to the string of the additional element For I As Integer = 0 To 3 Print "'" & p1[I].S & "'", '' print each element string Next I Print For I As Integer = 0 To 3 p1[I].Destructor() '' call the destructor on each element Next I Deallocate(p1) '' deallocate the memory Print   ' 3 objects: New, Delete Dim As UDT Ptr p2 = New UDT[3] '' allocate memory and construct 3 elements For I As Integer = 0 To 2 p2[I].S &= Str(I) '' add the element number to the string of each element Next I For I As Integer = 0 To 2 Print "'" & p2[I].S & "'", '' print each element string Next I Print Delete [] p2 '' destroy the 3 element and deallocate the memory Print   ' 3 objects: Placement New, (+ .destructor) Redim As Byte array(0 To 3 * Sizeof(UDT) - 1) '' allocate buffer for 3 elements Dim As Any Ptr p = @array(0) Dim As UDT Ptr p3 = New(p) UDT[3] '' only construct the 3 elements in the buffer (placement New) For I As Integer = 0 To 2 p3[I].S &= Str(I) '' add the element number to the string of each element Next I For I As Integer = 0 To 2 Print "'" & p3[I].S & "'", '' print each element string Next I Print For I As Integer = 0 To 2 p3[I].Destructor() '' call the destructor on each element Next I Erase array '' deallocate the buffer Print   ' 3 then 4 objects: Redim, Erase Redim As UDT p4(0 To 2) '' define a dynamic array of 3 elements For I As Integer = 0 To 2 p4(I).S &= Str(I) '' add the element number to the string of each element Next I For I As Integer = 0 To 2 Print "'" & p4(I).S & "'", '' print each element string Next I Print Redim Preserve p4(0 To 3) '' resize the dynamic array for one additional element p4(3).S &= Str(3) '' add the element number to the string of the additional element For I As Integer = 0 To 3 Print "'" & p4(I).S & "'", '' print each element string Next I Print Erase p4 '' erase the dynamic array Print Sleep  
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#C
C
#include <stdio.h> #include <stdlib.h> #define FMT "%lld" typedef long long int fr_int_t; typedef struct { fr_int_t num, den; } frac;   fr_int_t gcd(fr_int_t m, fr_int_t n) { fr_int_t t; while (n) { t = n; n = m % n; m = t; } return m; }   frac frac_new(fr_int_t num, fr_int_t den) { frac a; if (!den) { printf("divide by zero: "FMT"/"FMT"\n", num, den); abort(); }   int g = gcd(num, den);   if (g) { num /= g; den /= g; } else { num = 0; den = 1; }   if (den < 0) { den = -den; num = -num; } a.num = num; a.den = den; return a; }   #define BINOP(op, n, d) frac frac_##op(frac a, frac b) { return frac_new(n,d); } BINOP(add, a.num * b.den + b.num * a.den, a.den * b.den); BINOP(sub, a.num * b.den - b.num + a.den, a.den * b.den); BINOP(mul, a.num * b.num, a.den * b.den); BINOP(div, a.num * b.den, a.den * b.num);   int frac_cmp(frac a, frac b) { int l = a.num * b.den, r = a.den * b.num; return l < r ? -1 : l > r; } #define frac_cmp_int(a, b) frac_cmp(a, frac_new(b, 1)) int frtoi(frac a) { return a.den / a.num; } double frtod(frac a) { return (double)a.den / a.num; }   int main() { int n, k; frac sum, kf;   for (n = 2; n < 1<<19; n++) { sum = frac_new(1, n);   for (k = 2; k * k < n; k++) { if (n % k) continue; kf = frac_new(1, k); sum = frac_add(sum, kf);   kf = frac_new(1, n / k); sum = frac_add(sum, kf); } if (frac_cmp_int(sum, 1) == 0) printf("%d\n", n); }   return 0; }
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#AutoHotkey
AutoHotkey
agm(a, g, tolerance=1.0e-15){ While abs(a-g) > tolerance { an := .5 * (a + g) g := sqrt(a*g) a := an } return a } SetFormat, FloatFast, 0.15 MsgBox % agm(1, 1/sqrt(2))
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#AWK
AWK
#!/usr/bin/awk -f BEGIN { printf "%.16g\n", agm(1.0,sqrt(0.5)) } function agm(a,g) { while (1) { a0=a a=(a0+g)/2 g=sqrt(a0*g) if (abs(a0-a) < abs(a)*1e-15) break } return a } function abs(x) { return (x<0 ? -x : x) }  
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#SSEM
SSEM
00101000000000100000000000000000 0. -20 to c 10100000000001100000000000000000 1. c to 5 10100000000000100000000000000000 2. -5 to c 10101000000000010000000000000000 3. Sub. 21 00000000000001110000000000000000 4. Stop 00000000000000000000000000000000 5. 0
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Standard_ML
Standard ML
val () = let val a = valOf (Int.fromString (valOf (TextIO.inputLine TextIO.stdIn))) val b = valOf (Int.fromString (valOf (TextIO.inputLine TextIO.stdIn))) in print ("a + b = " ^ Int.toString (a + b) ^ "\n"); print ("a - b = " ^ Int.toString (a - b) ^ "\n"); print ("a * b = " ^ Int.toString (a * b) ^ "\n"); print ("a div b = " ^ Int.toString (a div b) ^ "\n"); (* truncates towards negative infinity *) print ("a mod b = " ^ Int.toString (a mod b) ^ "\n"); (* same sign as second operand *) print ("a quot b = " ^ Int.toString (Int.quot (a, b)) ^ "\n");(* truncates towards 0 *) print ("a rem b = " ^ Int.toString (Int.rem (a, b)) ^ "\n"); (* same sign as first operand *) print ("~a = " ^ Int.toString (~a) ^ "\n") (* unary negation, unusual notation compared to other languages *) end
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Maple
Maple
agm:=proc(n) local a:=1,g:=evalf(sqrt(1/2)),s:=0,p:=4,i; for i to n do a,g:=(a+g)/2,sqrt(a*g); s+=p*(a*a-g*g); p+=p od; 4*a*a/(1-s) end:   Digits:=100000: d:=agm(16)-evalf(Pi): evalf[10](d); # 4.280696926e-89415
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
pi[n_, prec_] := Module[{a = 1, g = N[1/Sqrt[2], prec], k, s = 0, p = 4}, For[k = 1, k < n, k++, {a, g} = {N[(a + g)/2, prec], N[Sqrt[a g], prec]}; s += p (a^2 - g^2); p += p]; N[4 a^2/(1 - s), prec]]     pi[7, 100] - N[Pi, 100] 1.2026886537*10^-86   pi[7, 100] 3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628046852228654
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#Argile
Argile
use std, array   (:::::::::::::::::  : Static arrays :  :::::::::::::::::) let the array of 2 text aabbArray be Cdata{"aa";"bb"} let raw array of real :my array: = Cdata {1.0 ; 2.0 ; 3.0} (: auto sized :) let another_array be an array of 256 byte (: not initialised :) let (raw array of (array of 3 real)) foobar = Cdata { {1.0; 2.0; 0.0} {5.0; 1.0; 3.0} }   (: macro to get size of static arrays :) =: <array>.length := -> nat {size of array / (size of array[0])} printf "%lu, %lu\n" foobar.length (another_array.length) (: 2, 256 :)   (: access :) another_array[255] = '&' printf "`%c'\n" another_array[255]     (::::::::::::::::::  : Dynamic arrays :  ::::::::::::::::::) let DynArray = new array of 5 int DynArray[0] = -42 DynArray = (realloc DynArray (6 * size of DynArray[0])) as (type of DynArray) DynArray[5] = 243 prints DynArray[0] DynArray[5] del DynArray
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#C
C
#include <complex.h> #include <stdio.h>   void cprint(double complex c) { printf("%f%+fI", creal(c), cimag(c)); } void complex_operations() { double complex a = 1.0 + 1.0I; double complex b = 3.14159 + 1.2I;   double complex c;   printf("\na="); cprint(a); printf("\nb="); cprint(b);   // addition c = a + b; printf("\na+b="); cprint(c); // multiplication c = a * b; printf("\na*b="); cprint(c); // inversion c = 1.0 / a; printf("\n1/c="); cprint(c); // negation c = -a; printf("\n-a="); cprint(c); // conjugate c = conj(a); printf("\nconj a="); cprint(c); printf("\n"); }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Go
Go
package main   import ( "fmt" "runtime" "sync" )   // New to Go 1.3 are sync.Pools, basically goroutine-safe free lists. // There is overhead in the goroutine-safety and if you do not need this // you might do better by implementing your own free list.   func main() { // Task 1: Define a pool (of ints). Just as the task says, a sync.Pool // allocates individually and can free as a group. p := sync.Pool{New: func() interface{} { fmt.Println("pool empty") return new(int) }} // Task 2: Allocate some ints. i := new(int) j := new(int) // Show that they're usable. *i = 1 *j = 2 fmt.Println(*i + *j) // prints 3 // Task 2 continued: Put allocated ints in pool p. // Task explanation: Variable p has a pool as its value. Another pool // could be be created and assigned to a different variable. You choose // a pool simply by using the appropriate variable, p here. p.Put(i) p.Put(j) // Drop references to i and j. This allows them to be garbage collected; // that is, freed as a group. i = nil j = nil // Get ints for i and j again, this time from the pool. P.Get may reuse // an object allocated above as long as objects haven't been garbage // collected yet; otherwise p.Get will allocate a new object. i = p.Get().(*int) j = p.Get().(*int) *i = 4 *j = 5 fmt.Println(*i + *j) // prints 9 // One more test, this time forcing a garbage collection. p.Put(i) p.Put(j) i = nil j = nil runtime.GC() i = p.Get().(*int) j = p.Get().(*int) *i = 7 *j = 8 fmt.Println(*i + *j) // prints 15 }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#J
J
coclass 'integerPool' require 'jmf' create=: monad define Lim=: y*SZI_jmf_ Next=: -SZI_jmf_ Pool=: mema Lim )   destroy=: monad define memf Pool codestroy'' )   alloc=: monad define assert.Lim >: Next=: Next+SZI_jmf_ r=.Pool,Next,1,JINT r set y r )   get=: adverb define memr m )   set=: adverb define y memw m )
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#C.23
C#
using System;   struct Fraction : IEquatable<Fraction>, IComparable<Fraction> { public readonly long Num; public readonly long Denom;   public Fraction(long num, long denom) { if (num == 0) { denom = 1; } else if (denom == 0) { throw new ArgumentException("Denominator may not be zero", "denom"); } else if (denom < 0) { num = -num; denom = -denom; }   long d = GCD(num, denom); this.Num = num / d; this.Denom = denom / d; }   private static long GCD(long x, long y) { return y == 0 ? x : GCD(y, x % y); }   private static long LCM(long x, long y) { return x / GCD(x, y) * y; }   public Fraction Abs() { return new Fraction(Math.Abs(Num), Denom); }   public Fraction Reciprocal() { return new Fraction(Denom, Num); }   #region Conversion Operators   public static implicit operator Fraction(long i) { return new Fraction(i, 1); }   public static explicit operator double(Fraction f) { return f.Num == 0 ? 0 : (double)f.Num / f.Denom; }   #endregion   #region Arithmetic Operators   public static Fraction operator -(Fraction f) { return new Fraction(-f.Num, f.Denom); }   public static Fraction operator +(Fraction a, Fraction b) { long m = LCM(a.Denom, b.Denom); long na = a.Num * m / a.Denom; long nb = b.Num * m / b.Denom; return new Fraction(na + nb, m); }   public static Fraction operator -(Fraction a, Fraction b) { return a + (-b); }   public static Fraction operator *(Fraction a, Fraction b) { return new Fraction(a.Num * b.Num, a.Denom * b.Denom); }   public static Fraction operator /(Fraction a, Fraction b) { return a * b.Reciprocal(); }   public static Fraction operator %(Fraction a, Fraction b) { long l = a.Num * b.Denom, r = a.Denom * b.Num; long n = l / r; return new Fraction(l - n * r, a.Denom * b.Denom); }   #endregion   #region Comparison Operators   public static bool operator ==(Fraction a, Fraction b) { return a.Num == b.Num && a.Denom == b.Denom; }   public static bool operator !=(Fraction a, Fraction b) { return a.Num != b.Num || a.Denom != b.Denom; }   public static bool operator <(Fraction a, Fraction b) { return (a.Num * b.Denom) < (a.Denom * b.Num); }   public static bool operator >(Fraction a, Fraction b) { return (a.Num * b.Denom) > (a.Denom * b.Num); }   public static bool operator <=(Fraction a, Fraction b) { return !(a > b); }   public static bool operator >=(Fraction a, Fraction b) { return !(a < b); }   #endregion   #region Object Members   public override bool Equals(object obj) { if (obj is Fraction) return ((Fraction)obj) == this; else return false; }   public override int GetHashCode() { return Num.GetHashCode() ^ Denom.GetHashCode(); }   public override string ToString() { return Num.ToString() + "/" + Denom.ToString(); }   #endregion   #region IEquatable<Fraction> Members   public bool Equals(Fraction other) { return other == this; }   #endregion   #region IComparable<Fraction> Members   public int CompareTo(Fraction other) { return (this.Num * other.Denom).CompareTo(this.Denom * other.Num); }   #endregion }
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#BASIC
BASIC
PRINT AGM(1, 1 / SQR(2)) END   FUNCTION AGM (a, g) DO ta = (a + g) / 2 g = SQR(a * g) SWAP a, ta LOOP UNTIL a = ta   AGM = a END FUNCTION
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#bc
bc
/* Calculate the arithmethic-geometric mean of two positive * numbers x and y. * Result will have d digits after the decimal point. */ define m(x, y, d) { auto a, g, o   o = scale scale = d d = 1 / 10 ^ d   a = (x + y) / 2 g = sqrt(x * y) while ((a - g) > d) { x = (a + g) / 2 g = sqrt(a * g) a = x }   scale = o return(a) }   scale = 20 m(1, 1 / sqrt(2), 20)
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Swift
Swift
  let a = 6 let b = 4   print("sum =\(a+b)") print("difference = \(a-b)") print("product = \(a*b)") print("Integer quotient = \(a/b)") print("Remainder = (a%b)") print("No operator for Exponential")  
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Tcl
Tcl
puts "Please enter two numbers:"   set x [expr {int([gets stdin])}]; # Force integer interpretation set y [expr {int([gets stdin])}]; # Force integer interpretation   puts "$x + $y = [expr {$x + $y}]" puts "$x - $y = [expr {$x - $y}]" puts "$x * $y = [expr {$x * $y}]" puts "$x / $y = [expr {$x / $y}]" puts "$x mod $y = [expr {$x % $y}]" puts "$x 'to the' $y = [expr {$x ** $y}]"
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#11l
11l
V doors = [0B] * 100 L(i) 100 L(j) (i .< 100).step(i + 1) doors[j] = !doors[j] print(‘Door ’(i + 1)‘: ’(I doors[i] {‘open’} E ‘close’))
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#.D0.9C.D0.9A-61.2F52
МК-61/52
3 П0 1 П1 П4 2 КвКор 1/x П2 1 ^ 4 / П3 ИП3 ИП1 ИП2 + 2 / П5 ИП1 - x^2 ИП4 * - П3 ИП1 ИП2 * КвКор П2 ИП5 П1 КИП4 L0 14 ИП1 x^2 ИП3 / С/П
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Nim
Nim
from math import sqrt import times   import bignum   #---------------------------------------------------------------------------------------------------   func sqrt(value, guess: Int): Int = result = guess while true: let term = value div result if abs(term - result) <= 1: break result = (result + term) shr 1   #---------------------------------------------------------------------------------------------------   func isr(term, guess: Int): Int = var term = term result = guess let value = term * result while true: if abs(term - result) <= 1: break result = (result + term) shr 1 term = value div result   #---------------------------------------------------------------------------------------------------   func calcAGM(lam, gm: Int; z: var Int; ep: Int): Int = var am: Int var lam = lam var gm = gm var n = 1 while true: am = (lam + gm) shr 1 gm = isr(lam, gm) let v = am - lam let zi = v * v * n if zi < ep: break dec z, zi inc n, n lam = am result = am   #---------------------------------------------------------------------------------------------------   func bip(exp: int; man = 1): Int {.inline.} = man * pow(10, culong(exp))   #---------------------------------------------------------------------------------------------------   func compress(str: string; size: int): string = if str.len <= 2 * size: str else: str[0..<size] & "..." & str[^size..^1]   #———————————————————————————————————————————————————————————————————————————————————————————————————   import os import parseutils import strutils   const DefaultDigits = 25_000   var d = DefaultDigits if paramCount() > 0: if paramStr(1).parseInt(d) > 0: if d notin 1..999_999: d = DefaultDigits   let t0 = getTime()   let am = bip(d) let gm = sqrt(bip(d + d - 1, 5), bip(d - 15, int(sqrt(0.5) * 1e15))) var z = bip(d + d - 2, 25) let agm = calcAGM(am, gm, z, bip(d + 1)) let pi = agm * agm * bip(d - 2) div z   var piStr = $pi piStr.insert(".", 1)   let dt = (getTime() - t0).inMicroseconds.float let timestr = if dt > 1_000_000: (dt / 1e6).formatFloat(ffDecimal, 2) & " s" elif dt > 1000: $(dt / 1e3).toInt & " ms" else: $dt.toInt & " µs" echo "Computed ", d, " digits in ", timeStr   echo "π = ", compress(piStr, 20), "..."
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#OCaml
OCaml
let limit = 10000 and n = 2800 let x = Array.make (n+1) 2000   let rec g j sum = if j < 1 then sum else let sum = sum * j + limit * x.(j) in x.(j) <- sum mod (j * 2 - 1); g (j - 1) (sum / (j * 2 - 1))   let rec f i carry = if i = 0 then () else let sum = g i 0 in Printf.printf "%04d" (carry + sum / limit); f (i - 14) (sum mod limit)   let () = f n 0; print_newline()  
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#ARM_Assembly
ARM Assembly
  /* ARM assembly Raspberry PI */ /* program areaString.s */   /* Constantes */ .equ STDOUT, 1 @ Linux output console .equ EXIT, 1 @ Linux syscall .equ WRITE, 4 @ Linux syscall /* Initialized data */ .data szMessStringsch: .ascii "The string is at item : " sZoneconv: .fill 12,1,' ' szCarriageReturn: .asciz "\n" szMessStringNfound: .asciz "The string is not found in this area.\n"   /* areas strings */ szString1: .asciz "Apples" szString2: .asciz "Oranges" szString3: .asciz "Pommes" szString4: .asciz "Raisins" szString5: .asciz "Abricots"   /* pointer items area 1*/ tablesPoi1: pt1_1: .int szString1 pt1_2: .int szString2 pt1_3: .int szString3 pt1_4: .int szString4 ptVoid_1: .int 0 ptVoid_2: .int 0 ptVoid_3: .int 0 ptVoid_4: .int 0 ptVoid_5: .int 0   szStringSch: .asciz "Raisins" szStringSch1: .asciz "Ananas"   /* UnInitialized data */ .bss   /* code section */ .text .global main main: /* entry of program */ push {fp,lr} /* saves 2 registers */   @@@@@@@@@@@@@@@@@@@@@@@@ @ add string 5 to area @@@@@@@@@@@@@@@@@@@@@@@@ ldr r1,iAdrtablesPoi1 @ begin pointer area 1 mov r0,#0 @ counter 1: @ search first void pointer ldr r2,[r1,r0,lsl #2] @ read string pointer address item r0 (4 bytes by pointer) cmp r2,#0 @ is null ? addne r0,#1 @ no increment counter bne 1b @ and loop   @ store pointer string 5 in area at position r0 ldr r2,iAdrszString5 @ address string 5 str r2,[r1,r0,lsl #2] @ store address   @@@@@@@@@@@@@@@@@@@@@@@@ @ display string at item 3 @@@@@@@@@@@@@@@@@@@@@@@@ mov r2,#2 @ pointers begin in position 0 ldr r1,iAdrtablesPoi1 @ begin pointer area 1 ldr r0,[r1,r2,lsl #2] bl affichageMess ldr r0,iAdrszCarriageReturn bl affichageMess   @@@@@@@@@@@@@@@@@@@@@@@@ @ search string in area @@@@@@@@@@@@@@@@@@@@@@@@ ldr r1,iAdrszStringSch //ldr r1,iAdrszStringSch1 @ uncomment for other search : not found !! ldr r2,iAdrtablesPoi1 @ begin pointer area 1 mov r3,#0 2: @ search ldr r0,[r2,r3,lsl #2] @ read string pointer address item r0 (4 bytes by pointer) cmp r0,#0 @ is null ? beq 3f @ end search bl comparaison cmp r0,#0 @ string = ? addne r3,#1 @ no increment counter bne 2b @ and loop mov r0,r3 @ position item string ldr r1,iAdrsZoneconv @ conversion decimal bl conversion10S ldr r0,iAdrszMessStringsch bl affichageMess b 100f 3: @ end search string not found ldr r0,iAdrszMessStringNfound bl affichageMess   100: /* standard end of the program */ mov r0, #0 @ return code pop {fp,lr} @restaur 2 registers mov r7, #EXIT @ request to exit program swi 0 @ perform the system call iAdrtablesPoi1: .int tablesPoi1 iAdrszMessStringsch: .int szMessStringsch iAdrszString5: .int szString5 iAdrszStringSch: .int szStringSch iAdrszStringSch1: .int szStringSch1 iAdrsZoneconv: .int sZoneconv iAdrszMessStringNfound: .int szMessStringNfound iAdrszCarriageReturn: .int szCarriageReturn /******************************************************************/ /* display text with size calculation */ /******************************************************************/ /* r0 contains the address of the message */ affichageMess: push {fp,lr} /* save registres */ push {r0,r1,r2,r7} /* save others registers */ mov r2,#0 /* counter length */ 1: /* loop length calculation */ ldrb r1,[r0,r2] /* read octet start position + index */ cmp r1,#0 /* if 0 its over */ addne r2,r2,#1 /* else add 1 in the length */ bne 1b /* and loop */ /* so here r2 contains the length of the message */ mov r1,r0 /* address message in r1 */ mov r0,#STDOUT /* code to write to the standard output Linux */ mov r7, #WRITE /* code call system "write" */ swi #0 /* call systeme */ pop {r0,r1,r2,r7} /* restaur others registers */ pop {fp,lr} /* restaur des 2 registres */ bx lr /* return */ /***************************************************/ /* conversion register signed décimal */ /***************************************************/ /* r0 contient le registre */ /* r1 contient l adresse de la zone de conversion */ conversion10S: push {r0-r5,lr} /* save des registres */ mov r2,r1 /* debut zone stockage */ mov r5,#'+' /* par defaut le signe est + */ cmp r0,#0 /* nombre négatif ? */ movlt r5,#'-' /* oui le signe est - */ mvnlt r0,r0 /* et inversion en valeur positive */ addlt r0,#1 mov r4,#10 /* longueur de la zone */ 1: /* debut de boucle de conversion */ bl divisionpar10 /* division */ add r1,#48 /* ajout de 48 au reste pour conversion ascii */ strb r1,[r2,r4] /* stockage du byte en début de zone r5 + la position r4 */ sub r4,r4,#1 /* position précedente */ cmp r0,#0 bne 1b /* boucle si quotient different de zéro */ strb r5,[r2,r4] /* stockage du signe à la position courante */ subs r4,r4,#1 /* position précedente */ blt 100f /* si r4 < 0 fin */ /* sinon il faut completer le debut de la zone avec des blancs */ mov r3,#' ' /* caractere espace */ 2: strb r3,[r2,r4] /* stockage du byte */ subs r4,r4,#1 /* position précedente */ bge 2b /* boucle si r4 plus grand ou egal a zero */ 100: /* fin standard de la fonction */ pop {r0-r5,lr} /*restaur desregistres */ bx lr   /***************************************************/ /* division par 10 signé */ /* Thanks to http://thinkingeek.com/arm-assembler-raspberry-pi/* /* and http://www.hackersdelight.org/ */ /***************************************************/ /* r0 contient le dividende */ /* r0 retourne le quotient */ /* r1 retourne le reste */ divisionpar10: /* r0 contains the argument to be divided by 10 */ push {r2-r4} /* save registers */ mov r4,r0 ldr r3, .Ls_magic_number_10 /* r1 <- magic_number */ smull r1, r2, r3, r0 /* r1 <- Lower32Bits(r1*r0). r2 <- Upper32Bits(r1*r0) */ mov r2, r2, ASR #2 /* r2 <- r2 >> 2 */ mov r1, r0, LSR #31 /* r1 <- r0 >> 31 */ add r0, r2, r1 /* r0 <- r2 + r1 */ add r2,r0,r0, lsl #2 /* r2 <- r0 * 5 */ sub r1,r4,r2, lsl #1 /* r1 <- r4 - (r2 * 2) = r4 - (r0 * 10) */ pop {r2-r4} bx lr /* leave function */ bx lr /* leave function */ .Ls_magic_number_10: .word 0x66666667    
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#C.23
C#
namespace RosettaCode.Arithmetic.Complex { using System; using System.Numerics;   internal static class Program { private static void Main() { var number = Complex.ImaginaryOne; foreach (var result in new[] { number + number, number * number, -number, 1 / number, Complex.Conjugate(number) }) { Console.WriteLine(result); } } } }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Julia
Julia
  matrix = zeros(Float64, (1000,1000,1000)) # use matrix, then when done set variable to 0 to garbage collect the matrix: matrix = 0 # large memory pool will now be collected when needed  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Kotlin
Kotlin
// Kotlin Native v0.5   import kotlinx.cinterop.*   fun main(args: Array<String>) { memScoped { val intVar1 = alloc<IntVar>() intVar1.value = 1 val intVar2 = alloc<IntVar>() intVar2.value = 2 println("${intVar1.value} + ${intVar2.value} = ${intVar1.value + intVar2.value}") } // native memory used by intVar1 & intVar2 is automatically freed when memScoped block ends }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Lua
Lua
pool = {} -- create an "arena" for the variables a,b,c,d pool.a = 1 -- individually allocated.. pool.b = "hello" pool.c = true pool.d = { 1,2,3 } pool = nil -- release reference allowing garbage collection of entire structure
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Mathematica.2FWolfram_Language
Mathematica/Wolfram Language
f[x_] := x^2
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#C.2B.2B
C++
#include <iostream> #include "math.h" #include "boost/rational.hpp"   typedef boost::rational<int> frac;   bool is_perfect(int c) { frac sum(1, c); for (int f = 2;f < sqrt(static_cast<float>(c)); ++f){   if (c % f == 0) sum += frac(1,f) + frac(1, c/f); } if (sum.denominator() == 1){ return (sum == 1); } return false; }   int main() { for (int candidate = 2; candidate < 0x80000; ++candidate){ if (is_perfect(candidate)) std::cout << candidate << " is perfect" << std::endl; } return 0; }
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#BQN
BQN
AGM ← { (|𝕨-𝕩) ≤ 1e¯15? 𝕨; (0.5×𝕨+𝕩) 𝕊 √𝕨×𝕩 }   1 AGM 1÷√2
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#C
C
#include<math.h> #include<stdio.h> #include<stdlib.h>   double agm( double a, double g ) { /* arithmetic-geometric mean */ double iota = 1.0E-16; double a1, g1;   if( a*g < 0.0 ) { printf( "arithmetic-geometric mean undefined when x*y<0\n" ); exit(1); }   while( fabs(a-g)>iota ) { a1 = (a + g) / 2.0; g1 = sqrt(a * g);   a = a1; g = g1; }   return a; }   int main( void ) { double x, y; printf( "Enter two numbers: " ); scanf( "%lf%lf", &x, &y ); printf( "The arithmetic-geometric mean is %lf\n", agm(x, y) ); return 0; }  
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#TI-83_BASIC
TI-83 BASIC
  Prompt A,B Disp "SUM" Pause A+B Disp "DIFFERENCE" Pause A-B Disp "PRODUCT" Pause AB Disp "INTEGER QUOTIENT" Pause int(A/B) Disp "REMAINDER" Pause A-B*int(A/B)  
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#TI-89_BASIC
TI-89 BASIC
Local a, b Prompt a, b Disp "Sum: " & string(a + b) Disp "Difference: " & string(a - b) Disp "Product: " & string(a * b) Disp "Integer quotient: " & string(intDiv(a, b)) Disp "Remainder: " & string(remain(a, b))
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#360_Assembly
360 Assembly
* 100 doors 13/08/2015 HUNDOOR CSECT USING HUNDOOR,R12 LR R12,R15 LA R6,0 LA R8,1 step 1 LA R9,100 LOOPI BXH R6,R8,ELOOPI do ipass=1 to 100 (R6) LR R7,R6 SR R7,R6 LR R10,R6 step ipass LA R11,100 LOOPJ BXH R7,R10,ELOOPJ do idoor=ipass to 100 by ipass (R7) LA R5,DOORS-1 AR R5,R7 XI 0(R5),X'01' doors(idoor)=not(doors(idoor)) NEXTJ B LOOPJ ELOOPJ B LOOPI ELOOPI LA R10,BUFFER R10 address of the buffer LA R5,DOORS R5 address of doors item LA R6,1 idoor=1 (R6) LA R9,100 loop counter LOOPN CLI 0(R5),X'01' if doors(idoor)=1 BNE NEXTN XDECO R6,XDEC idoor to decimal MVC 0(4,R10),XDEC+8 move decimal to buffer LA R10,4(R10) NEXTN LA R6,1(R6) idoor=idoor+1 LA R5,1(R5) BCT R9,LOOPN loop ELOOPN XPRNT BUFFER,80 RETURN XR R15,R15 BR R14 DOORS DC 100X'00' BUFFER DC CL80' ' XDEC DS CL12 YREGS END HUNDOOR
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#PARI.2FGP
PARI/GP
pi(n)=my(a=1,g=2^-.5);(1-2*sum(k=1,n,[a,g]=[(a+g)/2,sqrt(a*g)];(a^2-g^2)<<k))^-1*4*a^2 pi(6)
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Perl
Perl
use Math::BigFloat try => "GMP,Pari";   my $digits = shift || 100; # Get number of digits from command line print agm_pi($digits), "\n";   sub agm_pi { my $digits = shift; my $acc = $digits + 8; my $HALF = Math::BigFloat->new("0.5"); my ($an, $bn, $tn, $pn) = (Math::BigFloat->bone, $HALF->copy->bsqrt($acc), $HALF->copy->bmul($HALF), Math::BigFloat->bone); while ($pn < $acc) { my $prev_an = $an->copy; $an->badd($bn)->bmul($HALF, $acc); $bn->bmul($prev_an)->bsqrt($acc); $prev_an->bsub($an); $tn->bsub($pn * $prev_an * $prev_an); $pn->badd($pn); } $an->badd($bn); $an->bmul($an,$acc)->bdiv(4*$tn, $digits); return $an; }
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#Arturo
Arturo
; empty array arrA: []   ; array with initial values arrB: ["one" "two" "three"]   ; adding an element to an existing array arrB: arrB ++ "four" print arrB   ; another way to add an element append 'arrB "five" print arrB   ; retrieve an element at some index print arrB\1
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#C.2B.2B
C++
#include <iostream> #include <complex> using std::complex;   void complex_operations() { complex<double> a(1.0, 1.0); complex<double> b(3.14159, 1.25);   // addition std::cout << a + b << std::endl; // multiplication std::cout << a * b << std::endl; // inversion std::cout << 1.0 / a << std::endl; // negation std::cout << -a << std::endl; // conjugate std::cout << std::conj(a) << std::endl; }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Nim
Nim
  #################################################################################################### # Pool management.   # Pool of objects. type Block[Size: static Positive, T] = ref array[Size, T] Pool[BlockSize: static Positive, T] = ref object blocks: seq[Block[BlockSize, T]] # List of blocks. lastindex: int # Last object index in the last block.   #---------------------------------------------------------------------------------------------------   proc newPool(S: static Positive; T: typedesc): Pool[S, T] = ## Create a pool with blocks of "S" type "T" objects.   new(result) result.blocks = @[new(Block[S, T])] result.lastindex = -1   #---------------------------------------------------------------------------------------------------   proc getItem(pool: Pool): ptr pool.T = ## Return a pointer on a node from the pool.   inc pool.lastindex if pool.lastindex == pool.BlockSize: # Allocate a new block. It is initialized with zeroes. pool.blocks.add(new(Block[pool.BlockSize, pool.T])) pool.lastindex = 0 result = cast[ptr pool.T](addr(pool.blocks[^1][pool.lastindex]))     #################################################################################################### # Example: use the pool to allocate nodes.   type   # Node description. NodePtr = ptr Node Node = object value: int prev: NodePtr next: NodePtr   type NodePool = Pool[5000, Node]   proc newNode(pool: NodePool; value: int): NodePtr = ## Create a new node.   result = pool.getItem() result.value = value result.prev = nil # Not needed, allocated memory being initialized to 0. result.next = nil   proc test() = ## Build a circular list of nodes managed in a pool.   let pool = newPool(NodePool.BlockSize, Node) var head = pool.newNode(0) var prev = head for i in 1..11999: let node = pool.newNode(i) node.prev = prev prev.next = node # Display information about the pool state. echo "Number of allocated blocks: ", pool.blocks.len echo "Number of nodes in the last block: ", pool.lastindex + 1   test()   # No need to free the pool. This is done automatically as it has been allocated by "new".
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Oforth
Oforth
Object Class new: MyClass(a, b, c) MyClass new
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#ooRexx
ooRexx
  '============== Class ArenaPool '==============   string buf sys pb,ii   method Setup(sys n) as sys {buf=nuls n : pb=strptr buf : ii=0 : return pb} method Alloc(sys n) as sys {method=pb+ii : ii+=n} method Empty() {buf="" : pb=0 : ii=0}   end class   macro Create(type,name,qty,pool) type name[qty] at (pool##.alloc qty * sizeof type) end macro   '==== 'DEMO '====   ArenaPool pool : pool.setup 1000 * sizeof int   Create int,i,100,pool Create int,j,100,pool   j[51] <= 1,2,3,4,5   print j[51] j[52] j[53] j[54] j[55] 'result 15   pool.empty  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#OxygenBasic
OxygenBasic
  '============== Class ArenaPool '==============   string buf sys pb,ii   method Setup(sys n) as sys {buf=nuls n : pb=strptr buf : ii=0 : return pb} method Alloc(sys n) as sys {method=pb+ii : ii+=n} method Empty() {buf="" : pb=0 : ii=0}   end class   macro Create(type,name,qty,pool) type name[qty] at (pool##.alloc qty * sizeof type) end macro   '==== 'DEMO '====   ArenaPool pool : pool.setup 1000 * sizeof int   Create int,i,100,pool Create int,j,100,pool   j[51] <= 1,2,3,4,5   print j[51] j[52] j[53] j[54] j[55] 'result 15   pool.empty  
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#Clojure
Clojure
user> 22/7 22/7 user> 34/2 17 user> (+ 37/5 42/9) 181/15
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#C.23
C#
namespace RosettaCode.ArithmeticGeometricMean { using System; using System.Collections.Generic; using System.Globalization;   internal static class Program { private static double ArithmeticGeometricMean(double number, double otherNumber, IEqualityComparer<double> comparer) { return comparer.Equals(number, otherNumber) ? number : ArithmeticGeometricMean( ArithmeticMean(number, otherNumber), GeometricMean(number, otherNumber), comparer); }   private static double ArithmeticMean(double number, double otherNumber) { return 0.5 * (number + otherNumber); }   private static double GeometricMean(double number, double otherNumber) { return Math.Sqrt(number * otherNumber); }   private static void Main() { Console.WriteLine( ArithmeticGeometricMean(1, 0.5 * Math.Sqrt(2), new RelativeDifferenceComparer(1e-5)). ToString(CultureInfo.InvariantCulture)); }   private class RelativeDifferenceComparer : IEqualityComparer<double> { private readonly double _maximumRelativeDifference;   internal RelativeDifferenceComparer(double maximumRelativeDifference) { _maximumRelativeDifference = maximumRelativeDifference; }   public bool Equals(double number, double otherNumber) { return RelativeDifference(number, otherNumber) <= _maximumRelativeDifference; }   public int GetHashCode(double number) { return number.GetHashCode(); }   private static double RelativeDifference(double number, double otherNumber) { return AbsoluteDifference(number, otherNumber) / Norm(number, otherNumber); }   private static double AbsoluteDifference(double number, double otherNumber) { return Math.Abs(number - otherNumber); }   private static double Norm(double number, double otherNumber) { return 0.5 * (Math.Abs(number) + Math.Abs(otherNumber)); } } } }
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Toka
Toka
[ ( a b -- ) 2dup ." a+b = " + . cr 2dup ." a-b = " - . cr 2dup ." a*b = " * . cr 2dup ." a/b = " / . ." remainder " mod . cr ] is mathops
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#TUSCRIPT
TUSCRIPT
  $$ MODE TUSCRIPT a=5 b=3 c=a+b c=a-b c=a*b c=a/b c=a%b  
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#4DOS_Batch
4DOS Batch
  @echo off set doors=%@repeat[C,100] do step = 1 to 100 do door = %step to 100 by %step set doors=%@left[%@eval[%door-1],%doors]%@if[%@instr[%@eval[%door-1],1,%doors]==C,O,C]%@right[%@eval[100-%door],%doors] enddo enddo  
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Phix
Phix
with javascript_semantics requires("1.0.0") -- (mpfr_set_default_prec[ision] has been renamed) include mpfr.e mpfr_set_default_precision(-200) -- set precision to 200 decimal places mpfr a = mpfr_init(1), n = mpfr_init(1), g = mpfr_init(1), z = mpfr_init(0.25), half = mpfr_init(0.5), x1 = mpfr_init(2), x2 = mpfr_init(), v = mpfr_init() mpfr_sqrt(x1,x1) mpfr_div(g,g,x1) -- g:= 1/sqrt(2) string prev, curr for i=1 to 18 do mpfr_add(x1,a,g) mpfr_mul(x1,x1,half) mpfr_mul(x2,a,g) mpfr_sqrt(x2,x2) mpfr_sub(v,x1,a) mpfr_mul(v,v,v) mpfr_mul(v,v,n) mpfr_sub(z,z,v) mpfr_add(n,n,n) mpfr_set(a,x1) mpfr_set(g,x2) mpfr_mul(v,a,a) mpfr_div(v,v,z) curr = mpfr_get_fixed(v,200) if i>1 then if curr=prev then exit end if for j=3 to length(curr) do if prev[j]!=curr[j] then printf(1,"iteration %d matches previous to %d places\n",{i,j-3}) exit end if end for end if prev = curr end for if curr=prev then printf(1,"identical result to last iteration:\n%s\n",{curr}) else printf(1,"insufficient iterations\n") end if
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#AutoHotkey
AutoHotkey
myArray := Object() ; could use JSON-syntax sugar like {key: value} myArray[1] := "foo" myArray[2] := "bar" MsgBox % myArray[2]   ; Push a value onto the array myArray.Insert("baz")
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#Clojure
Clojure
(ns rosettacode.arithmetic.cmplx (:require [clojure.algo.generic.arithmetic :as ga]) (:import [java.lang Number]))   (defrecord Complex [^Number r ^Number i] Object (toString [{:keys [r i]}] (apply str (cond (zero? r) [(if (= i 1) "" i) "i"] (zero? i) [r]  :else [r (if (neg? i) "-" "+") i "i"]))))   (defmethod ga/+ [Complex Complex] [x y] (map->Complex (merge-with + x y)))   (defmethod ga/+ [Complex Number] ; reals become y + 0i [{:keys [r i]} y] (->Complex (+ r y) i))   (defmethod ga/- Complex [x] (->> x vals (map -) (apply ->Complex)))   (defmethod ga/* [Complex Complex] [x y] (map->Complex (merge-with * x y)))   (defmethod ga/* [Complex Number] [{:keys [r i]} y] (->Complex (* r y) (* i y)))   (ga/defmethod* ga / Complex [x] (->> x vals (map /) (apply ->Complex)))   (defn conj [^Complex {:keys [r i]}] (->Complex r (- i)))   (defn inv [^Complex {:keys [r i]}] (let [m (+ (* r r) (* i i))] (->Complex (/ r m) (- (/ i m)))))  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#PARI.2FGP
PARI/GP
pari_init(1<<20, 0); // Initialize PARI with a stack size of 1 MB. GEN four = addii(gen_2, gen_2); // On the stack GEN persist = gclone(four); // On the heap
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Pascal
Pascal
procedure New (var P: Pointer);
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Phix
Phix
without js atom mem = allocate(size,true)
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#PicoLisp
PicoLisp
  (malloc 1000 'raw)  ; raw allocation, bypass the GC, requires free()-ing (malloc 1000 'uncollectable)  ; no GC, for use with other GCs that Racket can be configured with (malloc 1000 'atomic)  ; a block of memory without internal pointers (malloc 1000 'nonatomic)  ; a block of pointers (malloc 1000 'eternal)  ; uncollectable & atomic, similar to raw malloc but no freeing (malloc 1000 'stubborn)  ; can be declared immutable when mutation is done (malloc 1000 'interior)  ; allocate an immovable block with possible pointers into it (malloc 1000 'atomic-interior) ; same for atomic chunks (malloc-immobile-cell v)  ; allocates a single cell that the GC will not move  
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#Common_Lisp
Common Lisp
(loop for candidate from 2 below (expt 2 19) for sum = (+ (/ candidate) (loop for factor from 2 to (isqrt candidate) when (zerop (mod candidate factor)) sum (+ (/ factor) (/ (floor candidate factor))))) when (= sum 1) collect candidate)
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#C.2B.2B
C++
  #include<bits/stdc++.h> using namespace std; #define _cin ios_base::sync_with_stdio(0); cin.tie(0); #define rep(a, b) for(ll i =a;i<=b;++i)   double agm(double a, double g) //ARITHMETIC GEOMETRIC MEAN { double epsilon = 1.0E-16,a1,g1; if(a*g<0.0) { cout<<"Couldn't find arithmetic-geometric mean of these numbers\n"; exit(1); } while(fabs(a-g)>epsilon) { a1 = (a+g)/2.0; g1 = sqrt(a*g); a = a1; g = g1; } return a; }   int main() { _cin; //fast input-output double x, y; cout<<"Enter X and Y: "; //Enter two numbers cin>>x>>y; cout<<"\nThe Arithmetic-Geometric Mean of "<<x<<" and "<<y<<" is "<<agm(x, y); return 0; }  
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#Clojure
Clojure
(ns agmcompute (:gen-class))   ; Java Arbitray Precision Library (import '(org.apfloat Apfloat ApfloatMath))   (def precision 70) (def one (Apfloat. 1M precision)) (def two (Apfloat. 2M precision)) (def half (Apfloat. 0.5M precision)) (def isqrt2 (.divide one (ApfloatMath/pow two half))) (def TOLERANCE (Apfloat. 0.000000M precision))   (defn agm [a g] " Simple AGM Loop calculation " (let [THRESH 1e-65 ; done when error less than threshold or we exceed max loops MAX-LOOPS 1000000] (loop [[an gn] [a g], cnt 0] (if (or (< (ApfloatMath/abs (.subtract an gn)) THRESH) (> cnt MAX-LOOPS)) an (recur [(.multiply (.add an gn) half) (ApfloatMath/pow (.multiply an gn) half)] (inc cnt))))))   (println (agm one isqrt2))  
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#UNIX_Shell
UNIX Shell
#!/bin/sh read a; read b; echo "a+b = " `expr $a + $b` echo "a-b = " `expr $a - $b` echo "a*b = " `expr $a \* $b` echo "a/b = " `expr $a / $b` # truncates towards 0 echo "a mod b = " `expr $a % $b` # same sign as first operand
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Ursa
Ursa
# # integer arithmetic #   decl int x y out "number 1: " console set x (in int console) out "number 2: " console set y (in int console)   out "\nsum:\t" (int (+ x y)) endl console out "diff:\t" (int (- x y)) endl console out "prod:\t" (int (* x y)) endl console # quotient doesn't round at all, but the int function rounds up out "quot:\t" (int (/ x y)) endl console # mod takes the sign of x out "mod:\t" (int (mod x y)) endl console
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#6502_Assembly
6502 Assembly
; 100 DOORS in 6502 assembly language for: http://www.6502asm.com/beta/index.html ; Written for the original MOS Technology, Inc. NMOS version of the 6502, but should work with any version. ; Based on BASIC QB64 unoptimized version: http://rosettacode.org/wiki/100_doors#BASIC ; ; Notes: ; Doors array[1..100] is at $0201..$0264. On the specified emulator, this is in video memory, so tbe results will ; be directly shown as pixels in the display. ; $0200 (door 0) is cleared for display purposes but is not involved in the open/close loops. ; Y register holds Stride ; X register holds Index ; Zero Page address $01 used to add Stride to Index (via A) because there's no add-to-X or add-Y-to-A instruction.    ; First, zero door array LDA #00 LDX #100 Z_LOOP: STA 200,X DEX BNE Z_LOOP STA 200,X    ; Now do doors repeated open/close LDY #01  ; Initial value of Stride S_LOOP: CPY #101 BCS S_DONE TYA  ; Initial value of Index I_LOOP: CMP #101 BCS I_DONE TAX  ; Use as Door array index INC $200,X  ; Toggle bit 0 to reverse state of door STY 01  ; Add stride (Y) to index (X, via A) ADC 01 BCC I_LOOP I_DONE: INY BNE S_LOOP S_DONE:    ; Finally, format array values for output: 0 for closed, 1 for open LDX #100 C_LOOP: LDA $200,X AND #$01 STA $200,X DEX BNE C_LOOP
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#PicoLisp
PicoLisp
(scl 40)   (de pi () (let (A 1.0 N 1.0 Z 0.25 G (/ (* 1.0 1.0) (sqrt 2.0 1.0)) ) (use (X1 X2 V) (do 18 (setq X1 (/ (* (+ A G) 0.5) 1.0) X2 (sqrt (* A G)) V (- X1 A) Z (- Z (/ (* (/ (* V V) 1.0) N) 1.0)) N (+ N N) A X1 G X2 ) ) ) (round (/ (* A A) Z) 40)) )   (println (pi))   (bye)
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Python
Python
from decimal import *   D = Decimal getcontext().prec = 100 a = n = D(1) g, z, half = 1 / D(2).sqrt(), D(0.25), D(0.5) for i in range(18): x = [(a + g) * half, (a * g).sqrt()] var = x[0] - a z -= var * var * n n += n a, g = x print(a * a / z)
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#AutoIt
AutoIt
  #include <Array.au3> ;Include extended Array functions (_ArrayDisplay)   Local $aInputs[1] ;Create the Array with just 1 element   While True ;Endless loop $aInputs[UBound($aInputs) - 1] = InputBox("Array", "Add one value") ;Save user input to the last element of the Array If $aInputs[UBound($aInputs) - 1] = "" Then ;If an empty string is entered, then... ReDim $aInputs[UBound($aInputs) - 1] ;...remove them from the Array and... ExitLoop ;... exit the loop! EndIf ReDim $aInputs[UBound($aInputs) + 1] ;Add an empty element to the Array WEnd   _ArrayDisplay($aInputs) ;Display the Array  
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#COBOL
COBOL
$SET SOURCEFORMAT "FREE" $SET ILUSING "System" $SET ILUSING "System.Numerics" class-id Prog. method-id. Main static. procedure division. declare num as type Complex = type Complex::ImaginaryOne() declare results as type Complex occurs any set content of results to ((num + num), (num * num), (- num), (1 / num), type Complex::Conjugate(num)) perform varying result as type Complex thru results display result end-perform end method. end class.
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#PL.2FI
PL/I
  (malloc 1000 'raw)  ; raw allocation, bypass the GC, requires free()-ing (malloc 1000 'uncollectable)  ; no GC, for use with other GCs that Racket can be configured with (malloc 1000 'atomic)  ; a block of memory without internal pointers (malloc 1000 'nonatomic)  ; a block of pointers (malloc 1000 'eternal)  ; uncollectable & atomic, similar to raw malloc but no freeing (malloc 1000 'stubborn)  ; can be declared immutable when mutation is done (malloc 1000 'interior)  ; allocate an immovable block with possible pointers into it (malloc 1000 'atomic-interior) ; same for atomic chunks (malloc-immobile-cell v)  ; allocates a single cell that the GC will not move  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Python
Python
  (malloc 1000 'raw)  ; raw allocation, bypass the GC, requires free()-ing (malloc 1000 'uncollectable)  ; no GC, for use with other GCs that Racket can be configured with (malloc 1000 'atomic)  ; a block of memory without internal pointers (malloc 1000 'nonatomic)  ; a block of pointers (malloc 1000 'eternal)  ; uncollectable & atomic, similar to raw malloc but no freeing (malloc 1000 'stubborn)  ; can be declared immutable when mutation is done (malloc 1000 'interior)  ; allocate an immovable block with possible pointers into it (malloc 1000 'atomic-interior) ; same for atomic chunks (malloc-immobile-cell v)  ; allocates a single cell that the GC will not move  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Racket
Racket
  (malloc 1000 'raw)  ; raw allocation, bypass the GC, requires free()-ing (malloc 1000 'uncollectable)  ; no GC, for use with other GCs that Racket can be configured with (malloc 1000 'atomic)  ; a block of memory without internal pointers (malloc 1000 'nonatomic)  ; a block of pointers (malloc 1000 'eternal)  ; uncollectable & atomic, similar to raw malloc but no freeing (malloc 1000 'stubborn)  ; can be declared immutable when mutation is done (malloc 1000 'interior)  ; allocate an immovable block with possible pointers into it (malloc 1000 'atomic-interior) ; same for atomic chunks (malloc-immobile-cell v)  ; allocates a single cell that the GC will not move  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Raku
Raku
/*REXX doesn't have declarations/allocations of variables, */ /* but this is the closest to an allocation: */   stemmed_array.= 0 /*any undefined element will have this value. */   stemmed_array.1 = '1st entry' stemmed_array.2 = '2nd entry' stemmed_array.6000 = 12 ** 2 stemmed_array.dog = stemmed_array.6000 / 2   drop stemmed_array.
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#REXX
REXX
/*REXX doesn't have declarations/allocations of variables, */ /* but this is the closest to an allocation: */   stemmed_array.= 0 /*any undefined element will have this value. */   stemmed_array.1 = '1st entry' stemmed_array.2 = '2nd entry' stemmed_array.6000 = 12 ** 2 stemmed_array.dog = stemmed_array.6000 / 2   drop stemmed_array.
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#D
D
import std.bigint, std.traits, std.conv;   // std.numeric.gcd doesn't work with BigInt. T gcd(T)(in T a, in T b) pure nothrow { return (b != 0) ? gcd(b, a % b) : (a < 0) ? -a : a; }   T lcm(T)(in T a, in T b) pure nothrow { return a / gcd(a, b) * b; }   struct RationalT(T) if (!isUnsigned!T) { private T num, den; // Numerator & denominator.   private enum Type { NegINF = -2, NegDEN = -1, NaRAT = 0, NORMAL = 1, PosINF = 2 };   this(U : RationalT)(U n) pure nothrow { num = n.num; den = n.den; }   this(U)(in U n) pure nothrow if (isIntegral!U) { num = toT(n); den = 1UL; }   this(U, V)(in U n, in V d) pure nothrow { num = toT(n); den = toT(d); const common = gcd(num, den); if (common != 0) { num /= common; den /= common; } else { // infinite or NOT a Number num = (num == 0) ? 0 : (num < 0) ? -1 : 1; den = 0; } if (den < 0) { // Assure den is non-negative. num = -num; den = -den; } }   static T toT(U)(in ref U n) pure nothrow if (is(U == T)) { return n; }   static T toT(U)(in ref U n) pure nothrow if (!is(U == T)) { T result = n; return result; }   T numerator() const pure nothrow @property { return num; }   T denominator() const pure nothrow @property { return den; }   string toString() const /*pure nothrow*/ { if (den != 0) return num.text ~ (den == 1 ? "" : "/" ~ den.text); if (num == 0) return "NaRat"; else return ((num < 0) ? "-" : "+") ~ "infRat"; }   real toReal() pure const nothrow { static if (is(T == BigInt)) return num.toLong / real(den.toLong); else return num / real(den); }   RationalT opBinary(string op)(in RationalT r) const pure nothrow if (op == "+" || op == "-") { T common = lcm(den, r.den); T n = mixin("common / den * num" ~ op ~ "common / r.den * r.num" ); return RationalT(n, common); }   RationalT opBinary(string op)(in RationalT r) const pure nothrow if (op == "*") { return RationalT(num * r.num, den * r.den); }   RationalT opBinary(string op)(in RationalT r) const pure nothrow if (op == "/") { return RationalT(num * r.den, den * r.num); }   RationalT opBinary(string op, U)(in U r) const pure nothrow if (isIntegral!U && (op == "+" || op == "-" || op == "*" || op == "/")) { return opBinary!op(RationalT(r)); }   RationalT opBinary(string op)(in size_t p) const pure nothrow if (op == "^^") { return RationalT(num ^^ p, den ^^ p); }   RationalT opBinaryRight(string op, U)(in U l) const pure nothrow if (isIntegral!U) { return RationalT(l).opBinary!op(RationalT(num, den)); }   RationalT opOpAssign(string op, U)(in U l) pure /*nothrow*/ { mixin("this = this " ~ op ~ "l;"); return this; }   RationalT opUnary(string op)() const pure nothrow if (op == "+" || op == "-") { return RationalT(mixin(op ~ "num"), den); }   bool opCast(U)() const if (is(U == bool)) { return num != 0; }   bool opEquals(U)(in U r) const pure nothrow { RationalT rhs = RationalT(r); if (type() == Type.NaRAT || rhs.type() == Type.NaRAT) return false; return num == rhs.num && den == rhs.den; }   int opCmp(U)(in U r) const pure nothrow { auto rhs = RationalT(r); if (type() == Type.NaRAT || rhs.type() == Type.NaRAT) throw new Error("Compare involve a NaRAT."); if (type() != Type.NORMAL || rhs.type() != Type.NORMAL) // for infinite return (type() == rhs.type()) ? 0 : ((type() < rhs.type()) ? -1 : 1); auto diff = num * rhs.den - den * rhs.num; return (diff == 0) ? 0 : ((diff < 0) ? -1 : 1); }   Type type() const pure nothrow { if (den > 0) return Type.NORMAL; if (den < 0) return Type.NegDEN; if (num > 0) return Type.PosINF; if (num < 0) return Type.NegINF; return Type.NaRAT; } }   RationalT!U rational(U)(in U n) pure nothrow { return typeof(return)(n); }   RationalT!(CommonType!(U1, U2)) rational(U1, U2)(in U1 n, in U2 d) pure nothrow { return typeof(return)(n, d); }   alias Rational = RationalT!BigInt;   version (arithmetic_rational_main) { // Test. void main() { import std.stdio, std.math; alias RatL = RationalT!long;   foreach (immutable p; 2 .. 2 ^^ 19) { auto sum = RatL(1, p); immutable limit = 1 + cast(uint)real(p).sqrt; foreach (immutable factor; 2 .. limit) if (p % factor == 0) sum += RatL(1, factor) + RatL(factor, p); if (sum.denominator == 1) writefln("Sum of recipr. factors of %6s = %s exactly%s", p, sum, (sum == 1) ? ", perfect." : "."); } } }
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#COBOL
COBOL
IDENTIFICATION DIVISION. PROGRAM-ID. ARITHMETIC-GEOMETRIC-MEAN-PROG. DATA DIVISION. WORKING-STORAGE SECTION. 01 AGM-VARS. 05 A PIC 9V9(16). 05 A-ZERO PIC 9V9(16). 05 G PIC 9V9(16). 05 DIFF PIC 9V9(16) VALUE 1. * Initialize DIFF with a non-zero value, otherwise AGM-PARAGRAPH * is never performed at all. PROCEDURE DIVISION. TEST-PARAGRAPH. MOVE 1 TO A. COMPUTE G = 1 / FUNCTION SQRT(2). * The program will run with the test values. If you would rather * calculate the AGM of numbers input at the console, comment out * TEST-PARAGRAPH and un-comment-out INPUT-A-AND-G-PARAGRAPH. * INPUT-A-AND-G-PARAGRAPH. * DISPLAY 'Enter two numbers.' * ACCEPT A. * ACCEPT G. CONTROL-PARAGRAPH. PERFORM AGM-PARAGRAPH UNTIL DIFF IS LESS THAN 0.000000000000001. DISPLAY A. STOP RUN. AGM-PARAGRAPH. MOVE A TO A-ZERO. COMPUTE A = (A-ZERO + G) / 2. MULTIPLY A-ZERO BY G GIVING G. COMPUTE G = FUNCTION SQRT(G). SUBTRACT A FROM G GIVING DIFF. COMPUTE DIFF = FUNCTION ABS(DIFF).
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#VBA
VBA
  'Arithmetic - Integer Sub RosettaArithmeticInt() Dim opr As Variant, a As Integer, b As Integer On Error Resume Next   a = CInt(InputBox("Enter first integer", "XLSM | Arithmetic")) b = CInt(InputBox("Enter second integer", "XLSM | Arithmetic"))   Debug.Print "a ="; a, "b="; b, vbCr For Each opr In Split("+ - * / \ mod ^", " ") Select Case opr Case "mod": Debug.Print "a mod b", a; "mod"; b, a Mod b Case "\": Debug.Print "a \ b", a; "\"; b, a \ b Case Else: Debug.Print "a "; opr; " b", a; opr; b, Evaluate(a & opr & b) End Select Next opr End Sub  
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#68000_Assembly
68000 Assembly
*----------------------------------------------------------- * Title  : 100Doors.X68 * Written by : G. A. Tippery * Date  : 2014-01-17 * Description: Solves "100 Doors" problem, see: http://rosettacode.org/wiki/100_doors * Notes  : Translated from C "Unoptimized" version, http://rosettacode.org/wiki/100_doors#unoptimized *  : No optimizations done relative to C version; "for("-equivalent loops could be optimized. *-----------------------------------------------------------   * * System-specific general console I/O macros (Sim68K, in this case) * PUTS MACRO ** Print a null-terminated string w/o CRLF ** ** Usage: PUTS stringaddress ** Returns with D0, A1 modified MOVEQ #14,D0 ; task number 14 (display null string) LEA \1,A1 ; address of string TRAP #15 ; display it ENDM * PRINTN MACRO ** Print decimal integer from number in register ** Usage: PRINTN register ** Returns with D0,D1 modified IFNC '\1','D1' ;if some register other than D1 MOVE.L \1,D1 ;put number to display in D1 ENDC MOVE.B #3,D0 TRAP #15 ;display number in D1 * * Generic constants * CR EQU 13 ;ASCII Carriage Return LF EQU 10 ;ASCII Line Feed   * * Definitions specific to this program * * Register usage: * D3 == pass (index) * D4 == door (index) * A2 == Doors array pointer * SIZE EQU 100 ;Define a symbolic constant for # of doors   ORG $1000 ;Specify load address for program -- actual address system-specific START: ; Execution starts here LEA Doors,A2 ; make A2 point to Doors byte array MOVEQ #0,D3 PassLoop: CMP #SIZE,D3 BCC ExitPassLoop ; Branch on Carry Clear - being used as Branch on Higher or Equal MOVE D3,D4 DoorLoop: CMP #SIZE,D4 BCC ExitDoorLoop NOT.B 0(A2,D4) ADD D3,D4 ADDQ #1,D4 BRA DoorLoop ExitDoorLoop: ADDQ #1,D3 BRA PassLoop ExitPassLoop: * $28 = 40. bytes of code to this point. 32626 cycles so far. * At this point, the result exists as the 100 bytes starting at address Doors. * To get output, we must use methods specific to the particular hardware, OS, or * emulator system that the code is running on. I use macros to "hide" some of the * system-specific details; equivalent macros would be written for another system.   MOVEQ #0,D4 PrintLoop: CMP #SIZE,D4 BCC ExitPrintLoop PUTS DoorMsg1 MOVE D4,D1 ADDQ #1,D1 ; Convert index to 1-based instead of 0-based PRINTN D1 PUTS DoorMsg2 TST.B 0(A2,D4) ; Is this door open (!= 0)? BNE ItsOpen PUTS DoorMsgC BRA Next ItsOpen: PUTS DoorMsgO Next: ADDQ #1,D4 BRA PrintLoop ExitPrintLoop: * What to do at end of program is also system-specific SIMHALT ;Halt simulator * * $78 = 120. bytes of code to this point, but this will depend on how the I/O macros are actually written. * Cycle count is nearly meaningless, as the I/O hardware and routines will dominate the timing.   * * Data memory usage * ORG $2000 Doors DCB.B SIZE,0 ;Reserve 100 bytes, prefilled with zeros   DoorMsg1 DC.B 'Door ',0 DoorMsg2 DC.B ' is ',0 DoorMsgC DC.B 'closed',CR,LF,0 DoorMsgO DC.B 'open',CR,LF,0   END START ;last line of source    
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#R
R
library(Rmpfr)   agm <- function(n, prec) { s <- mpfr(0, prec) a <- mpfr(1, prec) g <- sqrt(mpfr("0.5", prec)) p <- as.bigz(4) for (i in seq(n)) { m <- (a + g) / 2L g <- sqrt(a * g) a <- m s <- s + p * (a * a - g * g) p <- p + p } 4L * a * a / (1L - s) }   1e6 * log(10) / log(2) # [1] 3321928   # Compute pi to one million decimal digits: p <- 3322000 x <- agm(20, p)   # Check roundMpfr(x - Const("pi", p), 64) # 1 'mpfr' number of precision 64 bits # [1] 4.90382361286485830568e-1000016   # Save to disk f <- file("pi.txt", "w") writeLines(formatMpfr(x, 1e6), f) close(f)
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Racket
Racket
#lang racket (require math/bigfloat)   (define (pi/a-g rep) (let loop ([a 1.bf] [g (bf1/sqrt 2.bf)] [z (bf/ 1.bf 4.bf)] [n (bf 1)] [r 0]) (if (< r rep) (let* ([a-p (bf/ (bf+ a g) 2.bf)] [g-p (bfsqrt (bf* a g))] [z-p (bf- z (bf* (bfsqr (bf- a-p a)) n))]) (loop a-p g-p z-p (bf* n 2.bf) (add1 r))) (bf/ (bfsqr a) z))))   (parameterize ([bf-precision 100]) (displayln (bigfloat->string (pi/a-g 5))) (displayln (bigfloat->string pi.bf)))   (parameterize ([bf-precision 200]) (displayln (bigfloat->string (pi/a-g 6))) (displayln (bigfloat->string pi.bf)))
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#Avail
Avail
tup ::= <"aardvark", "cat", "dog">;
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#CoffeeScript
CoffeeScript
  # create an immutable Complex type class Complex constructor: (@r=0, @i=0) -> @magnitude = @r*@r + @i*@i   plus: (c2) -> new Complex( @r + c2.r, @i + c2.i )   times: (c2) -> new Complex( @r*c2.r - @i*c2.i, @r*c2.i + @i*c2.r )   negation: -> new Complex( -1 * @r, -1 * @i )   inverse: -> throw Error "no inverse" if @magnitude is 0 new Complex( @r / @magnitude, -1 * @i / @magnitude )   toString: -> return "#{@r}" if @i == 0 return "#{@i}i" if @r == 0 if @i > 0 "#{@r} + #{@i}i" else "#{@r} - #{-1 * @i}i"   # test do -> a = new Complex(5, 3) b = new Complex(4, -3)   sum = a.plus b console.log "(#{a}) + (#{b}) = #{sum}"   product = a.times b console.log "(#{a}) * (#{b}) = #{product}"   negation = b.negation() console.log "-1 * (#{b}) = #{negation}"   diff = a.plus negation console.log "(#{a}) - (#{b}) = #{diff}"   inverse = b.inverse() console.log "1 / (#{b}) = #{inverse}"   quotient = product.times inverse console.log "(#{product}) / (#{b}) = #{quotient}"  
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Rust
Rust
#![feature(rustc_private)]   extern crate arena;   use arena::TypedArena;   fn main() { // Memory is allocated using the default allocator (currently jemalloc). The memory is // allocated in chunks, and when one chunk is full another is allocated. This ensures that // references to an arena don't become invalid when the original chunk runs out of space. The // chunk size is configurable as an argument to TypedArena::with_capacity if necessary. let arena = TypedArena::new();   // The arena crate contains two types of arenas: TypedArena and Arena. Arena is // reflection-basd and slower, but can allocate objects of any type. TypedArena is faster, and // can allocate only objects of one type. The type is determined by type inference--if you try // to allocate an integer, then Rust's compiler knows it is an integer arena. let v1 = arena.alloc(1i32);   // TypedArena returns a mutable reference let v2 = arena.alloc(3); *v2 += 38; println!("{}", *v1 + *v2);   // The arena's destructor is called as it goes out of scope, at which point it deallocates // everything stored within it at once. }
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Scala
Scala
package require Tcl 8.6 oo::class create Pool { superclass oo::class variable capacity pool busy unexport create constructor args { next {*}$args set capacity 100 set pool [set busy {}] } method new {args} { if {[llength $pool]} { set pool [lassign $pool obj] } else { if {[llength $busy] >= $capacity} { throw {POOL CAPACITY} "exceeded capacity: $capacity" } set obj [next] set newobj [namespace current]::[namespace tail $obj] rename $obj $newobj set obj $newobj } try { [info object namespace $obj]::my Init {*}$args } on error {msg opt} { lappend pool $obj return -options $opt $msg } lappend busy $obj return $obj } method ReturnToPool obj { try { if {"Finalize" in [info object methods $obj -all -private]} { [info object namespace $obj]::my Finalize } } on error {msg opt} { after 0 [list return -options $opt $msg] return false } set idx [lsearch -exact $busy $obj] set busy [lreplace $busy $idx $idx] if {[llength $pool] + [llength $busy] + 1 <= $capacity} { lappend pool $obj return true } else { return false } } method capacity {{value {}}} { if {[llength [info level 0]] == 3} { if {$value < $capacity} { while {[llength $pool] > 0 && [llength $pool] + [llength $busy] > $value} { set pool [lassign $pool obj] rename $obj {} } } set capacity [expr {$value >> 0}] } else { return $capacity } } method clearPool {} { foreach obj $busy { $obj destroy } } method destroy {} { my clearPool next } self method create {class {definition {}}} { set cls [next $class $definition] oo::define $cls method destroy {} { if {![[info object namespace [self class]]::my ReturnToPool [self]]} { next } } return $cls } }
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#Delphi
Delphi
  program Arithmetic_Rational;   {$APPTYPE CONSOLE}   uses System.SysUtils, Boost.Rational;   var sum: TFraction; max: Integer = 1 shl 19; candidate, max2, factor: Integer;   begin for candidate := 2 to max - 1 do begin sum := Fraction(1, candidate); max2 := Trunc(Sqrt(candidate)); for factor := 2 to max2 do begin if (candidate mod factor) = 0 then begin sum := sum + Fraction(1, factor); sum := sum + Fraction(1, candidate div factor); end; end; if sum = Fraction(1) then Writeln(candidate, ' is perfect'); end; Readln; end.
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#Common_Lisp
Common Lisp
(defun agm (a0 g0 &optional (tolerance 1d-8)) (loop for a = a0 then (* (+ a g) 5d-1) and g = g0 then (sqrt (* a g)) until (< (abs (- a g)) tolerance) finally (return a)))  
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#D
D
import std.stdio, std.math, std.meta, std.typecons;   real agm(real a, real g, in int bitPrecision=60) pure nothrow @nogc @safe { do { //{a, g} = {(a + g) / 2.0, sqrt(a * g)}; AliasSeq!(a, g) = tuple((a + g) / 2.0, sqrt(a * g)); } while (feqrel(a, g) < bitPrecision); return a; }   void main() @safe { writefln("%0.19f", agm(1, 1 / sqrt(2.0))); }
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#VBScript
VBScript
option explicit dim a, b wscript.stdout.write "A? " a = wscript.stdin.readline wscript.stdout.write "B? " b = wscript.stdin.readline   a = int( a ) b = int( b )   wscript.echo "a + b=", a + b wscript.echo "a - b=", a - b wscript.echo "a * b=", a * b wscript.echo "a / b=", a / b wscript.echo "a \ b=", a \ b wscript.echo "a mod b=", a mod b wscript.echo "a ^ b=", a ^ b
http://rosettacode.org/wiki/Arithmetic_evaluation
Arithmetic evaluation
Create a program which parses and evaluates arithmetic expressions. Requirements An abstract-syntax tree (AST) for the expression must be created from parsing the input. The AST must be used in evaluation, also, so the input may not be directly evaluated (e.g. by calling eval or a similar language feature.) The expression will be a string or list of symbols like "(1+3)*7". The four symbols + - * / must be supported as binary operators with conventional precedence rules. Precedence-control parentheses must also be supported. Note For those who don't remember, mathematical precedence is as follows: Parentheses Multiplication/Division (left to right) Addition/Subtraction (left to right) C.f 24 game Player. Parsing/RPN calculator algorithm. Parsing/RPN to infix conversion.
#11l
11l
T Symbol String id Int lbp Int nud_bp Int led_bp (ASTNode -> ASTNode) nud ((ASTNode, ASTNode) -> ASTNode) led   F set_nud_bp(nud_bp, nud) .nud_bp = nud_bp .nud = nud   F set_led_bp(led_bp, led) .led_bp = led_bp .led = led   T ASTNode Symbol& symbol Int value ASTNode? first_child ASTNode? second_child   F eval() S .symbol.id ‘(number)’ R .value ‘+’ R .first_child.eval() + .second_child.eval() ‘-’ R I .second_child == N {-.first_child.eval()} E .first_child.eval() - .second_child.eval() ‘*’ R .first_child.eval() * .second_child.eval() ‘/’ R .first_child.eval() / .second_child.eval() ‘(’ R .first_child.eval() E assert(0B) R 0   [String = Symbol] symbol_table [String] tokens V tokeni = -1 ASTNode token_node   F advance(sid = ‘’) I sid != ‘’ assert(:token_node.symbol.id == sid)  :tokeni++  :token_node = ASTNode() I :tokeni == :tokens.len  :token_node.symbol = :symbol_table[‘(end)’] R V token = :tokens[:tokeni]  :token_node.symbol = :symbol_table[I token.is_digit() {‘(number)’} E token] I token.is_digit()  :token_node.value = Int(token)   F expression(rbp = 0) ASTNode t = move(:token_node) advance() V left = t.symbol.nud(move(t)) L rbp < :token_node.symbol.lbp t = move(:token_node) advance() left = t.symbol.led(t, move(left)) R left   F parse(expr_str) -> ASTNode  :tokens = re:‘\s*(\d+|.)’.find_strings(expr_str)  :tokeni = -1 advance() R expression()   F symbol(id, bp = 0) -> & I !(id C :symbol_table) V s = Symbol() s.id = id s.lbp = bp  :symbol_table[id] = s R :symbol_table[id]   F infix(id, bp) F led(ASTNode self, ASTNode left) self.first_child = left self.second_child = expression(self.symbol.led_bp) R self symbol(id, bp).set_led_bp(bp, led)   F prefix(id, bp) F nud(ASTNode self) self.first_child = expression(self.symbol.nud_bp) R self symbol(id).set_nud_bp(bp, nud)   infix(‘+’, 1) infix(‘-’, 1) infix(‘*’, 2) infix(‘/’, 2) prefix(‘-’, 3)   F nud(ASTNode self) R self symbol(‘(number)’).nud = nud symbol(‘(end)’)   F nud_parens(ASTNode self) V expr = expression() advance(‘)’) R expr symbol(‘(’).nud = nud_parens symbol(‘)’)   L(expr_str) [‘-2 / 2 + 4 + 3 * 2’, ‘2 * (3 + (4 * 5 + (6 * 7) * 8) - 9) * 10’] print(expr_str‘ = ’parse(expr_str).eval())
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#8080_Assembly
8080 Assembly
page: equ 2 ; Store doors in page 2 doors: equ 100 ; 100 doors puts: equ 9 ; CP/M string output org 100h xra a ; Set all doors to zero lxi h,256*page mvi c,doors zero: mov m,a inx h dcr c jnz zero mvi m,'$' ; CP/M string terminator (for easier output later) mov d,a ; D=0 so that DE=E=pass counter mov e,a ; E=0, first pass mvi a,doors-1 ; Last pass and door pass: mov l,e ; L=door counter, start at first door in pass door: inr m ; Incrementing always toggles the low bit dad d ; Go to next door in pass inr l cmp l ; Was this the last door? jnc door ; If not, do the next door inr e ; Next pass cmp e ; Was this the last pass? jnc pass ; If not, do the next pass lxi h,256*page mvi c,doors ; Door counter lxi d,130h ; D=1 (low bit), E=30h (ascii 0) char: mov a,m ; Get door ana d ; Low bit gives door status ora e ; ASCII 0 or 1 mov m,a ; Write character back inx h ; Next door dcr c ; Any doors left? jnz char ; If so, next door lxi d,256*page mvi c,puts ; CP/M system call to print the string jmp 5
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#Raku
Raku
constant number-of-decimals = 100;   multi sqrt(Int $n) { my $guess = 10**($n.chars div 2); my $iterator = { ( $^x + $n div ($^x) ) div 2 }; my $endpoint = { $^x == $^y|$^z }; return min (+$guess, $iterator … $endpoint)[*-1, *-2]; }   multi sqrt(FatRat $r --> FatRat) { return FatRat.new: sqrt($r.nude[0] * 10**(number-of-decimals*2) div $r.nude[1]), 10**number-of-decimals; }   my FatRat ($a, $n) = 1.FatRat xx 2; my FatRat $g = sqrt(1/2.FatRat); my $z = .25;   for ^10 { given [ ($a + $g)/2, sqrt($a * $g) ] { $z -= (.[0] - $a)**2 * $n; $n += $n; ($a, $g) = @$_; say ($a ** 2 / $z).substr: 0, 2 + number-of-decimals; } }
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#AWK
AWK
BEGIN { # to make an array, assign elements to it array[1] = "first" array[2] = "second" array[3] = "third" alen = 3 # want the length? store in separate variable   # or split a string plen = split("2 3 5 7 11 13 17 19 23 29", primes) clen = split("Ottawa;Washington DC;Mexico City", cities, ";")   # retrieve an element print "The 6th prime number is " primes[6]   # push an element cities[clen += 1] = "New York"   dump("An array", array, alen) dump("Some primes", primes, plen) dump("A list of cities", cities, clen) }   function dump(what, array, len, i) { print what;   # iterate an array in order for (i = 1; i <= len; i++) { print " " i ": " array[i] } }
http://rosettacode.org/wiki/Arithmetic/Complex
Arithmetic/Complex
A   complex number   is a number which can be written as: a + b × i {\displaystyle a+b\times i} (sometimes shown as: b + a × i {\displaystyle b+a\times i} where   a {\displaystyle a}   and   b {\displaystyle b}   are real numbers,   and   i {\displaystyle i}   is   √ -1  Typically, complex numbers are represented as a pair of real numbers called the "imaginary part" and "real part",   where the imaginary part is the number to be multiplied by i {\displaystyle i} . Task Show addition, multiplication, negation, and inversion of complex numbers in separate functions. (Subtraction and division operations can be made with pairs of these operations.) Print the results for each operation tested. Optional: Show complex conjugation. By definition, the   complex conjugate   of a + b i {\displaystyle a+bi} is a − b i {\displaystyle a-bi} Some languages have complex number libraries available.   If your language does, show the operations.   If your language does not, also show the definition of this type.
#Common_Lisp
Common Lisp
> (sqrt -1) #C(0.0 1.0)   > (expt #c(0 1) 2) -1
http://rosettacode.org/wiki/Arena_storage_pool
Arena storage pool
Dynamically allocated objects take their memory from a heap. The memory for an object is provided by an allocator which maintains the storage pool used for the heap. Often a call to allocator is denoted as P := new T where   T   is the type of an allocated object,   and   P   is a reference to the object. The storage pool chosen by the allocator can be determined by either: the object type   T the type of pointer   P In the former case objects can be allocated only in one storage pool. In the latter case objects of the type can be allocated in any storage pool or on the stack. Task The task is to show how allocators and user-defined storage pools are supported by the language. In particular: define an arena storage pool.   An arena is a pool in which objects are allocated individually, but freed by groups. allocate some objects (e.g., integers) in the pool. Explain what controls the storage pool choice in the language.
#Tcl
Tcl
package require Tcl 8.6 oo::class create Pool { superclass oo::class variable capacity pool busy unexport create constructor args { next {*}$args set capacity 100 set pool [set busy {}] } method new {args} { if {[llength $pool]} { set pool [lassign $pool obj] } else { if {[llength $busy] >= $capacity} { throw {POOL CAPACITY} "exceeded capacity: $capacity" } set obj [next] set newobj [namespace current]::[namespace tail $obj] rename $obj $newobj set obj $newobj } try { [info object namespace $obj]::my Init {*}$args } on error {msg opt} { lappend pool $obj return -options $opt $msg } lappend busy $obj return $obj } method ReturnToPool obj { try { if {"Finalize" in [info object methods $obj -all -private]} { [info object namespace $obj]::my Finalize } } on error {msg opt} { after 0 [list return -options $opt $msg] return false } set idx [lsearch -exact $busy $obj] set busy [lreplace $busy $idx $idx] if {[llength $pool] + [llength $busy] + 1 <= $capacity} { lappend pool $obj return true } else { return false } } method capacity {{value {}}} { if {[llength [info level 0]] == 3} { if {$value < $capacity} { while {[llength $pool] > 0 && [llength $pool] + [llength $busy] > $value} { set pool [lassign $pool obj] rename $obj {} } } set capacity [expr {$value >> 0}] } else { return $capacity } } method clearPool {} { foreach obj $busy { $obj destroy } } method destroy {} { my clearPool next } self method create {class {definition {}}} { set cls [next $class $definition] oo::define $cls method destroy {} { if {![[info object namespace [self class]]::my ReturnToPool [self]]} { next } } return $cls } }
http://rosettacode.org/wiki/Arithmetic/Rational
Arithmetic/Rational
Task Create a reasonably complete implementation of rational arithmetic in the particular language using the idioms of the language. Example Define a new type called frac with binary operator "//" of two integers that returns a structure made up of the numerator and the denominator (as per a rational number). Further define the appropriate rational unary operators abs and '-', with the binary operators for addition '+', subtraction '-', multiplication '×', division '/', integer division '÷', modulo division, the comparison operators (e.g. '<', '≤', '>', & '≥') and equality operators (e.g. '=' & '≠'). Define standard coercion operators for casting int to frac etc. If space allows, define standard increment and decrement operators (e.g. '+:=' & '-:=' etc.). Finally test the operators: Use the new type frac to find all perfect numbers less than 219 by summing the reciprocal of the factors. Related task   Perfect Numbers
#EchoLisp
EchoLisp
  ;; Finding perfect numbers (define (sum/inv n) ;; look for div's in [2..sqrt(n)] and add 1/n (for/fold (acc (/ n)) [(i (in-range 2 (sqrt n)))] #:break (> acc 1) ; no hope (when (zero? (modulo n i )) (set! acc (+ acc (/ i) (/ i n))))))  
http://rosettacode.org/wiki/Arithmetic-geometric_mean
Arithmetic-geometric mean
This page uses content from Wikipedia. The original article was at Arithmetic-geometric mean. 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 Write a function to compute the arithmetic-geometric mean of two numbers. The arithmetic-geometric mean of two numbers can be (usefully) denoted as a g m ( a , g ) {\displaystyle \mathrm {agm} (a,g)} , and is equal to the limit of the sequence: a 0 = a ; g 0 = g {\displaystyle a_{0}=a;\qquad g_{0}=g} a n + 1 = 1 2 ( a n + g n ) ; g n + 1 = a n g n . {\displaystyle a_{n+1}={\tfrac {1}{2}}(a_{n}+g_{n});\quad g_{n+1}={\sqrt {a_{n}g_{n}}}.} Since the limit of a n − g n {\displaystyle a_{n}-g_{n}} tends (rapidly) to zero with iterations, this is an efficient method. Demonstrate the function by calculating: a g m ( 1 , 1 / 2 ) {\displaystyle \mathrm {agm} (1,1/{\sqrt {2}})} Also see   mathworld.wolfram.com/Arithmetic-Geometric Mean
#Delphi
Delphi
  program geometric_mean;   {$APPTYPE CONSOLE}   uses System.SysUtils;   function Fabs(value: Double): Double; begin Result := value; if Result < 0 then Result := -Result; end;   function agm(a, g: Double):Double; var iota, a1, g1: Double; begin iota := 1.0E-16; if a * g < 0.0 then begin Writeln('arithmetic-geometric mean undefined when x*y<0'); exit(1); end;   while Fabs(a - g) > iota do begin a1 := (a + g) / 2.0; g1 := sqrt(a * g); a := a1; g := g1; end; Exit(a); end;   var x, y: Double;   begin Write('Enter two numbers:'); Readln(x, y); writeln(format('The arithmetic-geometric mean is  %.6f', [agm(x, y)])); readln; end.
http://rosettacode.org/wiki/Arithmetic/Integer
Arithmetic/Integer
Basic Data Operation This is a basic data operation. It represents a fundamental action on a basic data type. You may see other such operations in the Basic Data Operations category, or: Integer Operations Arithmetic | Comparison Boolean Operations Bitwise | Logical String Operations Concatenation | Interpolation | Comparison | Matching Memory Operations Pointers & references | Addresses Task Get two integers from the user,   and then (for those two integers), display their:   sum   difference   product   integer quotient   remainder   exponentiation   (if the operator exists) Don't include error handling. For quotient, indicate how it rounds   (e.g. towards zero, towards negative infinity, etc.). For remainder, indicate whether its sign matches the sign of the first operand or of the second operand, if they are different.
#Vedit_macro_language
Vedit macro language
#1 = Get_Num("Give number a: ") #2 = Get_Num("Give number b: ") Message("a + b = ") Num_Type(#1 + #2) Message("a - b = ") Num_Type(#1 - #2) Message("a * b = ") Num_Type(#1 * #2) Message("a / b = ") Num_Type(#1 / #2) Message("a % b = ") Num_Type(#1 % #2)
http://rosettacode.org/wiki/Arithmetic_evaluation
Arithmetic evaluation
Create a program which parses and evaluates arithmetic expressions. Requirements An abstract-syntax tree (AST) for the expression must be created from parsing the input. The AST must be used in evaluation, also, so the input may not be directly evaluated (e.g. by calling eval or a similar language feature.) The expression will be a string or list of symbols like "(1+3)*7". The four symbols + - * / must be supported as binary operators with conventional precedence rules. Precedence-control parentheses must also be supported. Note For those who don't remember, mathematical precedence is as follows: Parentheses Multiplication/Division (left to right) Addition/Subtraction (left to right) C.f 24 game Player. Parsing/RPN calculator algorithm. Parsing/RPN to infix conversion.
#Ada
Ada
INT base=10; MODE FIXED = LONG REAL; # numbers in the format 9,999.999 #   #IF build abstract syntax tree and then EVAL tree # MODE AST = UNION(NODE, FIXED); MODE NUM = REF AST; MODE NODE = STRUCT(NUM a, PROC (FIXED,FIXED)FIXED op, NUM b);   OP EVAL = (NUM ast)FIXED:( CASE ast IN (FIXED num): num, (NODE fork): (op OF fork)(EVAL( a OF fork), EVAL (b OF fork)) ESAC );   OP + = (NUM a,b)NUM: ( HEAP AST := NODE(a, (FIXED a,b)FIXED:a+b, b) ); OP - = (NUM a,b)NUM: ( HEAP AST := NODE(a, (FIXED a,b)FIXED:a-b, b) ); OP * = (NUM a,b)NUM: ( HEAP AST := NODE(a, (FIXED a,b)FIXED:a*b, b) ); OP / = (NUM a,b)NUM: ( HEAP AST := NODE(a, (FIXED a,b)FIXED:a/b, b) ); OP **= (NUM a,b)NUM: ( HEAP AST := NODE(a, (FIXED a,b)FIXED:a**b, b) );   #ELSE simply use REAL arithmetic with no abstract syntax tree at all # CO MODE NUM = FIXED, AST = FIXED; OP EVAL = (FIXED num)FIXED: num; #FI# END CO   MODE LEX = PROC (TOK)NUM; MODE MONADIC =PROC (NUM)NUM; MODE DIADIC = PROC (NUM,NUM)NUM;   MODE TOK = CHAR; MODE ACTION = UNION(STACKACTION, LEX, MONADIC, DIADIC); MODE OPVAL = STRUCT(INT prio, ACTION action); MODE OPITEM = STRUCT(TOK token, OPVAL opval);   [256]STACKITEM stack; MODE STACKITEM = STRUCT(NUM value, OPVAL op); MODE STACKACTION = PROC (REF STACKITEM)VOID;   PROC begin = (REF STACKITEM top)VOID: prio OF op OF top -:= +10; PROC end = (REF STACKITEM top)VOID: prio OF op OF top -:= -10;   OP ** = (COMPL a,b)COMPL: complex exp(complex ln(a)*b);   [8]OPITEM op list :=( # OP PRIO ACTION # ("^", (8, (NUM a,b)NUM: a**b)), ("*", (7, (NUM a,b)NUM: a*b)), ("/", (7, (NUM a,b)NUM: a/b)), ("+", (6, (NUM a,b)NUM: a+b)), ("-", (6, (NUM a,b)NUM: a-b)), ("(",(+10, begin)), (")",(-10, end)), ("?", (9, LEX:SKIP)) );   PROC op dict = (TOK op)REF OPVAL:( # This can be unrolled to increase performance # REF OPITEM candidate; FOR i TO UPB op list WHILE candidate := op list[i]; # WHILE # op /= token OF candidate DO SKIP OD; opval OF candidate );   PROC build ast = (STRING expr)NUM:(   INT top:=0;   PROC compress ast stack = (INT prio, NUM in value)NUM:( NUM out value := in value; FOR loc FROM top BY -1 TO 1 WHILE REF STACKITEM stack top := stack[loc]; # WHILE # ( top >= LWB stack | prio <= prio OF op OF stack top | FALSE ) DO top := loc - 1; out value := CASE action OF op OF stack top IN (MONADIC op): op(value OF stack top), # not implemented # (DIADIC op): op(value OF stack top,out value) ESAC OD; out value );   NUM value := NIL; FIXED num value; INT decimal places;   FOR i TO UPB expr DO TOK token = expr[i]; REF OPVAL this op := op dict(token); CASE action OF this op IN (STACKACTION action):( IF prio OF thisop = -10 THEN value := compress ast stack(0, value) FI; IF top >= LWB stack THEN action(stack[top]) FI ), (LEX):( # a crude lexer # SHORT INT digit = ABS token - ABS "0"; IF 0<= digit AND digit < base THEN IF NUM(value) IS NIL THEN # first digit # decimal places := 0; value := HEAP AST := num value := digit ELSE NUM(value) := num value := IF decimal places = 0 THEN num value * base + digit ELSE decimal places *:= base; num value + digit / decimal places FI FI ELIF token = "." THEN decimal places := 1 ELSE SKIP # and ignore spaces and any unrecognised characters # FI ), (MONADIC): SKIP, # not implemented # (DIADIC):( value := compress ast stack(prio OF this op, value); IF top=UPB stack THEN index error FI; stack[top+:=1]:=STACKITEM(value, this op); value:=NIL ) ESAC OD; compress ast stack(-max int, value) );   test:( printf(($" euler's number is about: "g(-long real width,long real width-2)l$, EVAL build ast("1+1+(1+(1+(1+(1+(1+(1+(1+(1+(1+(1+(1+(1+(1+1/15)/14)/13)/12)/11)/10)/9)/8)/7)/6)/5)/4)/3)/2"))); SKIP EXIT index error: printf(("Stack over flow")) )
http://rosettacode.org/wiki/100_doors
100 doors
There are 100 doors in a row that are all initially closed. You make 100 passes by the doors. The first time through, visit every door and  toggle  the door  (if the door is closed,  open it;   if it is open,  close it). The second time, only visit every 2nd door   (door #2, #4, #6, ...),   and toggle it. The third time, visit every 3rd door   (door #3, #6, #9, ...), etc,   until you only visit the 100th door. Task Answer the question:   what state are the doors in after the last pass?   Which are open, which are closed? Alternate: As noted in this page's   discussion page,   the only doors that remain open are those whose numbers are perfect squares. Opening only those doors is an   optimization   that may also be expressed; however, as should be obvious, this defeats the intent of comparing implementations across programming languages.
#8086_Assembly
8086 Assembly
  \ Array of doors; init to empty; accessing a non-extant member will return \ 'null', which is treated as 'false', so we don't need to initialize it: [] var, doors   \ given a door number, get the value and toggle it: : toggle-door \ n -- doors @ over a:@ not rot swap a:! drop ;   \ print which doors are open: : .doors ( doors @ over a:@ nip if . space else drop then ) 1 100 loop ;   \ iterate over the doors, skipping 'n': : main-pass \ n -- 0 true repeat drop dup toggle-door over n:+ dup 101 < while 2drop drop ;   \ calculate the first 100 doors: ' main-pass 1 100 loop \ print the results: .doors cr bye  
http://rosettacode.org/wiki/Arithmetic-geometric_mean/Calculate_Pi
Arithmetic-geometric mean/Calculate Pi
Almkvist Berndt 1988 begins with an investigation of why the agm is such an efficient algorithm, and proves that it converges quadratically. This is an efficient method to calculate π {\displaystyle \pi } . With the same notations used in Arithmetic-geometric mean, we can summarize the paper by writing: π = 4 a g m ( 1 , 1 / 2 ) 2 1 − ∑ n = 1 ∞ 2 n + 1 ( a n 2 − g n 2 ) {\displaystyle \pi ={\frac {4\;\mathrm {agm} (1,1/{\sqrt {2}})^{2}}{1-\sum \limits _{n=1}^{\infty }2^{n+1}(a_{n}^{2}-g_{n}^{2})}}} This allows you to make the approximation, for any large   N: π ≈ 4 a N 2 1 − ∑ k = 1 N 2 k + 1 ( a k 2 − g k 2 ) {\displaystyle \pi \approx {\frac {4\;a_{N}^{2}}{1-\sum \limits _{k=1}^{N}2^{k+1}(a_{k}^{2}-g_{k}^{2})}}} The purpose of this task is to demonstrate how to use this approximation in order to compute a large number of decimals of π {\displaystyle \pi } .
#REXX
REXX
/*REXX program calculates the value of pi using the AGM algorithm. */ parse arg d .; if d=='' | d=="," then d= 500 /*D not specified? Then use default. */ numeric digits d+5 /*set the numeric decimal digits to D+5*/ z= 1/4; a= 1; g= sqrt(1/2) /*calculate some initial values. */ n= 1 do j=1 until a==old; old= a /*keep calculating until no more noise.*/ x= (a+g) * .5; g= sqrt(a*g) /*calculate the next set of terms. */ z= z - n*(x-a)**2; n= n+n; a= x /*Z is used in the final calculation. */ end /*j*/ /* [↑] stop if A equals OLD. */   pi= a**2 / z /*compute the finished value of pi. */ numeric digits d /*set the numeric decimal digits to D.*/ say pi / 1 /*display the computed value of pi. */ exit 0 /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); numeric digits; h=d+6 numeric form; m.=9; parse value format(x,2,1,,0) 'E0' with g "E" _ .; g=g *.5'e'_ %2 do j=0 while h>9; m.j=h; h=h%2+1; end /*j*/ do k=j+5 to 0 by -1; numeric digits m.k; g=(g+x/g)*.5; end /*k*/ numeric digits d; return g/1
http://rosettacode.org/wiki/Arrays
Arrays
This task is about arrays. For hashes or associative arrays, please see Creating an Associative Array. For a definition and in-depth discussion of what an array is, see Array. Task Show basic array syntax in your language. Basically, create an array, assign a value to it, and retrieve an element   (if available, show both fixed-length arrays and dynamic arrays, pushing a value into it). Please discuss at Village Pump:   Arrays. Please merge code in from these obsolete tasks:   Creating an Array   Assigning Values to an Array   Retrieving an Element of an Array Related tasks   Collections   Creating an Associative Array   Two-dimensional array (runtime)
#Axe
Axe
1→{L₁} 2→{L₁+1} 3→{L₁+2} 4→{L₁+3} Disp {L₁}►Dec,i Disp {L₁+1}►Dec,i Disp {L₁+2}►Dec,i Disp {L₁+3}►Dec,i