Add tasks for all the new languages

This commit is contained in:
Tina Müller 2016-12-05 23:44:36 +01:00
parent 9dc3c2bb62
commit bba7bfd280
13208 changed files with 134745 additions and 0 deletions

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import com.vasileff.ceylon.random.api { ... }
"""Run the example code for Rosetta Code ["Playing cards" task] (http://rosettacode.org/wiki/Playing_cards)."""
shared void run() {
variable value deck = Deck();
print("New deck (``deck.size`` cards): ``deck``
");
deck = deck.shuffle();
print("Shuffeled deck (``deck.size`` cards): ``deck``
");
print("Deal three hands: ");
for (i in 1..3) {
value [hand, _deck] = deck.deal();
print("- Dealt ``hand.size`` cards to hand ``i`` : ``join(hand)``");
deck = _deck;
}
print("
Deck (``deck.size`` cards) after dealing three hands: ``deck``");
}
abstract class Suit() of clubs | hearts | spades | diamonds {}
object clubs extends Suit() { string = "♣"; }
object hearts extends Suit() { string = "♥"; }
object spades extends Suit() { string = "♠"; }
object diamonds extends Suit() { string = "♦"; }
abstract class Pip() of two | three | four | five | six | seven | eight | nine | ten | jack | queen | king | ace {}
object two extends Pip() { string = "2"; }
object three extends Pip() { string = "3"; }
object four extends Pip() { string = "4"; }
object five extends Pip() { string = "5"; }
object six extends Pip() { string = "6"; }
object seven extends Pip() { string = "7"; }
object eight extends Pip() { string = "8"; }
object nine extends Pip() { string = "9"; }
object ten extends Pip() { string = "10"; }
object jack extends Pip() { string = "J"; }
object queen extends Pip() { string = "Q"; }
object king extends Pip() { string = "K"; }
object ace extends Pip() { string = "A"; }
class Card(shared Pip pip, shared Suit suit) {
string = "``pip`` of ``suit``";
}
String join(Card[] cards) => ", ".join { *cards };
class Deck (cards = [ for (suit in `Suit`.caseValues) for (pip in `Pip`.caseValues) Card(pip, suit) ]) {
shared Card[] cards;
shared Deck shuffle(Random rnd = platformRandom())
=> if (nonempty cards)
then Deck( [*randomize(cards, rnd)] )
else this;
shared Integer size => cards.size;
shared Boolean empty => cards.empty;
string => if (size > 13)
then "\n " + "\n ". join { *cards.partition(13).map((cards) => join(cards)) }
else join(cards);
shared [Card[], Deck] deal(Integer handSize = 5) {
if (handSize >= cards.size) {
return [cards, Deck([])];
}
else {
return [
cards.initial(handSize),
Deck(cards.skip(handSize).sequence())
];
}
}
}

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import math
randomize()
proc shuffle[T](x: var seq[T]) =
for i in countdown(x.high, 0):
let j = random(i + 1)
swap(x[i], x[j])
type
Suit = enum ♥, ♦, ♣, ♠
Pip = enum c02, c03, c04, c05, c06, c07, c08, c09, c10, cQu, cKi, cAs
Card = object
pip: Pip
suit: Suit
Deck = object
cards: seq[Card]
proc `$`(c: Card): string = $c.pip & $c.suit
proc initDeck(): Deck =
result = Deck(cards: @[])
for suit in Suit:
for pip in Pip:
result.cards.add Card(pip: pip, suit: suit)
proc `$`(d: Deck): string = $d.cards
proc shuffle(d: var Deck) = shuffle(d.cards)
proc deal(d: var Deck): Card =
d.shuffle()
d.cards.pop()
var d = initDeck()
echo "40 cards from a deck:"
for i in 0..4:
for j in 0..7:
stdout.write($d.deal(), " ")
echo ""
echo "The remaining cards are: ", $d

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Load "guilib.ring"
nScale = 1
app1 = new qApp
mypic = new QPixmap("cards.jpg")
mypic2 = mypic.copy(0,(124*4)+1,79,124)
Player1EatPic = mypic.copy(80,(124*4)+1,79,124)
Player2EatPic= mypic.copy(160,(124*4)+1,79,124)
aMyCards = []
aMyValues = []
for x1 = 0 to 3
for y1 = 0 to 12
temppic = mypic.copy((79*y1)+1,(124*x1)+1,79,124)
aMyCards + temppic
aMyValues + (y1+1)
next
next
nPlayer1Score = 0 nPlayer2Score=0
do
Page1 = new Game
Page1.Start()
again Page1.lnewgame
mypic.delete()
mypic2.delete()
Player1EatPic.delete()
Player2EatPic.delete()
for t in aMyCards
t.delete()
next
func gui_setbtnpixmap pBtn,pPixmap
pBtn {
setIcon(new qicon(pPixmap.scaled(width(),height(),0,0)))
setIconSize(new QSize(width(),height()))
}
Class Game
nCardsCount = 10
win1 layout1 label1 label2 layout2 layout3 aBtns aBtns2
aCards nRole=1 aStatus = list(nCardsCount) aStatus2 = aStatus
aValues aStatusValues = aStatus aStatusValues2 = aStatus
Player1EatPic Player2EatPic
lnewgame = false
nDelayEat = 0.5
nDelayNewGame = 1
func start
win1 = new qWidget() {
setwindowtitle("Five")
setstylesheet("background-color: White")
showfullscreen()
}
layout1 = new qvboxlayout()
label1 = new qlabel(win1) {
settext("Player (1) - Score : " + nPlayer1Score)
setalignment(Qt_AlignHCenter | Qt_AlignVCenter)
setstylesheet("color: White; background-color: Purple;
font-size:20pt")
setfixedheight(200)
}
closebtn = new qpushbutton(win1) {
settext("Close Application")
setstylesheet("font-size: 18px ; color : white ;
background-color: black ;")
setclickevent("Page1.win1.close()")
}
aCards = aMyCards
aValues = aMyValues
layout2 = new qhboxlayout()
aBtns = []
for x = 1 to nCardsCount
aBtns + new qpushbutton(win1)
aBtns[x].setfixedwidth(79*nScale)
aBtns[x].setfixedheight(124*nScale)
gui_setbtnpixmap(aBtns[x],mypic2)
layout2.addwidget(aBtns[x])
aBtns[x].setclickevent("Page1.Player1click("+x+")")
next
layout1.addwidget(label1)
layout1.addlayout(layout2)
label2 = new qlabel(win1) {
settext("Player (2) - Score : " + nPlayer2Score)
setalignment(Qt_AlignHCenter | Qt_AlignVCenter)
setstylesheet("color: white; background-color: red;
font-size:20pt")
setfixedheight(200)
}
layout3 = new qhboxlayout()
aBtns2 = []
for x = 1 to nCardsCount
aBtns2 + new qpushbutton(win1)
aBtns2[x].setfixedwidth(79*nScale)
aBtns2[x].setfixedheight(124*nScale)
gui_setbtnpixmap(aBtns2[x],mypic2)
layout3.addwidget(aBtns2[x])
aBtns2[x].setclickevent("Page1.Player2click("+x+")")
next
layout1.addwidget(label2)
layout1.addlayout(layout3)
layout1.addwidget(closebtn)
win1.setlayout(layout1)
app1.exec()
Func Player1Click x
if nRole = 1 and aStatus[x] = 0
nPos = ((random(100)+clock())%(len(aCards)-1)) + 1
gui_setbtnpixmap(aBtns[x],aCards[nPos])
del(aCards,nPos)
nRole = 2
aStatus[x] = 1
aStatusValues[x] = aValues[nPos]
del(aValues,nPos)
Player1Eat(x,aStatusValues[x])
checknewgame()
ok
Func Player2Click x
if nRole = 2 and aStatus2[x] = 0
nPos = ((random(100)+clock())%(len(aCards)-1)) + 1
gui_setbtnpixmap(aBtns2[x],aCards[nPos])
del(aCards,nPos)
nRole = 1
aStatus2[x] = 1
aStatusValues2[x] = aValues[nPos]
del(aValues,nPos)
Player2Eat(x,aStatusValues2[x])
checknewgame()
ok
Func Player1Eat nPos,nValue
app1.processEvents()
delay(nDelayEat)
lEat = false
for x = 1 to nCardsCount
if aStatus2[x] = 1 and (aStatusValues2[x] = nValue or nValue=5)
aStatus2[x] = 2
gui_setbtnpixmap(aBtns2[x],Player1EatPic)
lEat = True
nPlayer1Score++
ok
if (x != nPos) and (aStatus[x] = 1) and
(aStatusValues[x] = nValue or nValue=5)
aStatus[x] = 2
gui_setbtnpixmap(aBtns[x],Player1EatPic)
lEat = True
nPlayer1Score++
ok
next
if lEat
nPlayer1Score++
gui_setbtnpixmap(aBtns[nPos],Player1EatPic)
aStatus[nPos] = 2
label1.settext("Player (1) - Score : " + nPlayer1Score)
ok
Func Player2Eat nPos,nValue
app1.processEvents()
delay(nDelayEat)
lEat = false
for x = 1 to nCardsCount
if aStatus[x] = 1 and (aStatusValues[x] = nValue or nValue = 5)
aStatus[x] = 2
gui_setbtnpixmap(aBtns[x],Player2EatPic)
lEat = True
nPlayer2Score++
ok
if (x != nPos) and (aStatus2[x] = 1) and
(aStatusValues2[x] = nValue or nValue=5 )
aStatus2[x] = 2
gui_setbtnpixmap(aBtns2[x],Player2EatPic)
lEat = True
nPlayer2Score++
ok
next
if lEat
nPlayer2Score++
gui_setbtnpixmap(aBtns2[nPos],Player2EatPic)
aStatus2[nPos] = 2
label2.settext("Player (2) - Score : " + nPlayer2Score)
ok
Func checknewgame
if isnewgame()
lnewgame = true
if nPlayer1Score > nPlayer2Score
label1.settext("Player (1) Wins!!!")
ok
if nPlayer2Score > nPlayer1Score
label2.settext("Player (2) Wins!!!")
ok
app1.processEvents()
delay(nDelayNewGame)
win1.delete()
app1.quit()
ok
Func isnewgame
for t in aStatus
if t = 0
return false
ok
next
for t in aStatus2
if t = 0
return false
ok
next
return true
Func delay x
nTime = x * 1000
oTest = new qTest
oTest.qsleep(nTime)

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define Pip = <A 2 3 4 5 6 7 8 9 10 J Q K>;
define Suit = <♦ ♣ ♥ ♠>;
class Card(pip, suit) {
method to_s { pip + suit }
}
class Deck(cards=[]) {
method init {
cards = gather {
Pip.each { |p| Suit.each { |s| take(Card(p, s)) } }
}
}
method shuffle {
cards.shuffle!;
}
method deal { cards.shift };
method to_s { cards.join(" ") };
}
var d = Deck();
say "Deck: #{d}";
var top = d.deal;
say "Top card: #{top}";
d.shuffle;
say "Deck, shuffled: #{d}";

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import Foundation
// extend any Indexed collection to be able to shuffle (see http://stackoverflow.com/questions/24026510/how-do-i-shuffle-an-array-in-swift)
extension CollectionType where Index == Int {
/// Return a copy of `self` with its elements shuffled
func shuffle() -> [Generator.Element] {
var list = Array(self)
list.shuffleInPlace()
return list
}
}
extension MutableCollectionType where Index == Int {
/// Shuffle the elements of `self` in-place.
mutating func shuffleInPlace() {
// empty and single-element collections don't shuffle
if count < 2 { return }
for i in 0..<count - 1 {
let j = Int(arc4random_uniform(UInt32(count - i))) + i
guard i != j else { continue }
swap(&self[i], &self[j])
}
}
}
// now the model structs
enum CardColor : Int {
case Red
case Black
}
extension CardColor : CustomStringConvertible {
var description : String {
switch self {
case .Red:
return "Red"
case .Black:
return "Black"
}
}
}
enum Suit : Int {
case Hearts = 1
case Diamonds
case Spades
case Clubs
var color : CardColor {
switch self {
case .Hearts, .Diamonds:
return .Red
case .Spades, .Clubs:
return .Black
}
}
}
enum Pip : Int {
case Ace = 1
case Two = 2
case Three = 3
case Four = 4
case Five = 5
case Six = 6
case Seven = 7
case Eight = 8
case Nine = 9
case Ten = 10
case Jack = 11
case Queen = 12
case King = 13
}
struct Card {
let pip : Pip
let suit : Suit
var isFaceCard : Bool {
return pip.rawValue > 10
}
var color : CardColor {
return suit.color
}
}
extension Card : Equatable {}
func == (l:Card, r:Card) -> Bool {
return l.pip == r.pip &&
l.suit == r.suit
}
extension Card : CustomStringConvertible {
var description : String {
return "\(pip) of \(suit)"
}
}
struct Deck {
var cards : [Card]
var count : Int {
return cards.count
}
init(shuffling:Bool=true) {
var startcards = [Card]()
for suit in (Suit.Hearts.rawValue...Suit.Clubs.rawValue) {
for pip in (Pip.Ace.rawValue...Pip.King.rawValue) {
startcards.append(Card(pip: Pip(rawValue: pip)!, suit: Suit(rawValue: suit)!))
}
}
cards = startcards
if shuffling {
shuffle()
}
}
mutating func shuffle() {
cards.shuffleInPlace()
}
mutating func deal() -> Card {
let out = cards.removeFirst()
return out
}
}
extension Deck : CustomStringConvertible {
var description : String {
return "\(count) cards: \(cards.description)"
}
}
// test some cards
let kh = Card(pip: .King, suit: .Hearts)
let ad = Card(pip: .Ace, suit: .Diamonds)
let tc = Card(pip: .Two, suit: .Clubs)
let fc = Card(pip: Pip(rawValue:4)!, suit: .Spades)
// create an unshuffled deck
var efg = Deck(shuffling: false)
// create a shuffled deck and print its contents
var d = Deck()
print(d)
// deal three cards
d.deal()
d.deal()
d.deal()
d
// deal a couple more cards and check their color
let c = d.deal()
c.color
let cc = d.deal()
cc.color
// deal out the rest of the deck, leaving just one card
while d.count > 1 {
d.deal()
}
d
// test equality of a couple cards
if kh == Card(pip: Pip.King, suit: Suit.Clubs) {
let a = true
}
else {
let a = false
}
kh != Card(pip: Pip.King, suit: Suit.Clubs)
kh.isFaceCard
fc.isFaceCard