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Write the same algorithm in VB as shown in this Mathematica implementation.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 =...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Write the same code in VB as shown below in Mathematica.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 =...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Translate this program into Go but keep the logic exactly as in Mathematica.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 =...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Write the same code in Go as shown below in Mathematica.
p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{0, 0}, {5, 0}, {0, 6}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; p2 = Polygon@{{0, 0}, {0, 5}, {5, 0}}; ! RegionDisjoint[p1, p2] p1 = Polygon@{{0, 0}, {5, 0}, {0, 5}}; p2 = Polygon@{{-10, 0}, {-5, 0}, {-1, 6}}; ! RegionDisjoint[p1, p2] p1 =...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Convert this Nim block to C, preserving its control flow and logic.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Rewrite this program in C while keeping its functionality equivalent to the Nim version.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Produce a functionally identical C# code for the snippet given in Nim.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Please provide an equivalent version of this Nim code in C#.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Produce a language-to-language conversion: from Nim to C++, same semantics.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Translate the given Nim code snippet into C++ without altering its behavior.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Produce a functionally identical Java code for the snippet given in Nim.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Translate the given Nim code snippet into Java without altering its behavior.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Generate an equivalent Python version of this Nim code.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Ensure the translated Python code behaves exactly like the original Nim snippet.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Write a version of this Nim function in VB with identical behavior.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Change the programming language of this snippet from Nim to Go without modifying what it does.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Rewrite this program in Go while keeping its functionality equivalent to the Nim version.
import strformat type Point = tuple[x, y: float] type Triangle = array[3, Point] func `$`(p: Point): string = fmt"({p.x:.1f}, {p.y:.1f})" func `$`(t: Triangle): string = fmt"Triangle {t[0]}, {t[1]}, {t[2]}" func det2D(t: Triangle): float = t[0].x * (t[1].y - t[2].y) + t[1].x * (t[2].y - t[0].y) + t[2].x ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Maintain the same structure and functionality when rewriting this code in C.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Write the same algorithm in C as shown in this Pascal implementation.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Rewrite the snippet below in C# so it works the same as the original Pascal code.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Convert the following code from Pascal to C#, ensuring the logic remains intact.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Translate this program into C++ but keep the logic exactly as in Pascal.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Translate this program into C++ but keep the logic exactly as in Pascal.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Transform the following Pascal implementation into Java, maintaining the same output and logic.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Port the provided Pascal code into Java while preserving the original functionality.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Preserve the algorithm and functionality while converting the code from Pascal to Python.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Change the following Pascal code into Python without altering its purpose.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Ensure the translated VB code behaves exactly like the original Pascal snippet.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Convert the following code from Pascal to VB, ensuring the logic remains intact.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Maintain the same structure and functionality when rewriting this code in Go.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Write the same code in Go as shown below in Pascal.
program TrianglesOverlap; } uses Math, SysUtils; type TCoordinate = double; const TOLERANCE = 1.0E-6; type TCoordinate = integer; const TOLERANCE = 0; type TVertex = record x, y : TCoordinate; end; function Vertex( x_in, y_in : TCoordinate) : TVertex; begin result.x := x_in; result.y := y_in; end; ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Convert this Perl block to C, preserving its control flow and logic.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Port the provided Perl code into C while preserving the original functionality.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Maintain the same structure and functionality when rewriting this code in C++.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Preserve the algorithm and functionality while converting the code from Perl to C++.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Convert the following code from Perl to Python, ensuring the logic remains intact.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Transform the following Perl implementation into Python, maintaining the same output and logic.
use strict; use warnings; sub det2D { my $p1 = shift or die "4 Missing first point\n"; my $p2 = shift or die "Missing second point\n"; my $p3 = shift or die "Missing third point\n"; return $p1->{x} * ($p2->{y} - $p3->{y}) + $p2->{x} * ($p3->{y} - $p1->{y}) + $p3->{x} * ($p1->{y} - $p...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Preserve the algorithm and functionality while converting the code from Racket to C.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Convert the following code from Racket to C, ensuring the logic remains intact.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Produce a language-to-language conversion: from Racket to C#, same semantics.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Change the programming language of this snippet from Racket to C# without modifying what it does.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Rewrite this program in C++ while keeping its functionality equivalent to the Racket version.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Translate the given Racket code snippet into C++ without altering its behavior.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Can you help me rewrite this code in Java instead of Racket, keeping it the same logically?
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Convert this Racket snippet to Java and keep its semantics consistent.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Convert this Racket snippet to Python and keep its semantics consistent.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Write a version of this Racket function in Python with identical behavior.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Transform the following Racket implementation into VB, maintaining the same output and logic.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Port the following code from Racket to VB with equivalent syntax and logic.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Please provide an equivalent version of this Racket code in Go.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Translate the given Racket code snippet into Go without altering its behavior.
#lang racket (define (to-tri x1 y1 x2 y2 x3 y3) `((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3))) (define det-2D (match-lambda [`((,x1 . ,y1) (,x2 . ,y2) (,x3 . ,y3)) (+ (* x1 (- y2 y3)) (* x2 (- y3 y1)) (* x3 (- y1 y2)))])) (define (assert-triangle-winding triangle allow-reversed?) (cond [(>= (det-2D triangle) ...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Write a version of this Ruby function in C with identical behavior.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Write the same code in C as shown below in Ruby.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Preserve the algorithm and functionality while converting the code from Ruby to C#.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Transform the following Ruby implementation into C#, maintaining the same output and logic.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Ensure the translated C++ code behaves exactly like the original Ruby snippet.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Convert this Ruby snippet to C++ and keep its semantics consistent.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Convert this Ruby snippet to Java and keep its semantics consistent.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Rewrite this program in Java while keeping its functionality equivalent to the Ruby version.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Change the programming language of this snippet from Ruby to Python without modifying what it does.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Generate an equivalent Python version of this Ruby code.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Ensure the translated VB code behaves exactly like the original Ruby snippet.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Produce a functionally identical VB code for the snippet given in Ruby.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Produce a functionally identical Go code for the snippet given in Ruby.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Rewrite the snippet below in Go so it works the same as the original Ruby code.
require "matrix" def det2D(p1, p2, p3) return p1[0] * (p2[1] - p3[1]) + p2[0] * (p3[1] - p1[1]) + p3[0] * (p1[1] - p2[1]) end def checkTriWinding(p1, p2, p3, allowReversed) detTri = det2D(p1, p2, p3) if detTri < 0.0 then if allowReversed then p2[0], p3[0] = p3[0], p2[0] p2[...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Write the same code in C as shown below in Scala.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Generate an equivalent C version of this Scala code.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
#include <errno.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> typedef struct { double x, y; } Point; double det2D(const Point * const p1, const Point * const p2, const Point * const p3) { return p1->x * (p2->y - p3->y) + p2->x * (p3->y - p1->y) + p3->x * (p1->y - p2->y); } vo...
Rewrite this program in C# while keeping its functionality equivalent to the Scala version.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Rewrite the snippet below in C# so it works the same as the original Scala code.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
using System; using System.Collections.Generic; namespace TriangleOverlap { class Triangle { public Tuple<double, double> P1 { get; set; } public Tuple<double, double> P2 { get; set; } public Tuple<double, double> P3 { get; set; } public Triangle(Tuple<double, double> p1, Tuple<dou...
Port the following code from Scala to C++ with equivalent syntax and logic.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Maintain the same structure and functionality when rewriting this code in C++.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
#include <vector> #include <iostream> #include <stdexcept> using namespace std; typedef std::pair<double, double> TriPoint; inline double Det2D(TriPoint &p1, TriPoint &p2, TriPoint &p3) { return +p1.first*(p2.second-p3.second) +p2.first*(p3.second-p1.second) +p3.first*(p1.second-p2.second); } void CheckTriWind...
Rewrite this program in Java while keeping its functionality equivalent to the Scala version.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Write a version of this Scala function in Java with identical behavior.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
import java.util.function.BiFunction; public class TriangleOverlap { private static class Pair { double first; double second; Pair(double first, double second) { this.first = first; this.second = second; } @Override public String toString() ...
Port the provided Scala code into Python while preserving the original functionality.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Change the programming language of this snippet from Scala to Python without modifying what it does.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
from __future__ import print_function import numpy as np def CheckTriWinding(tri, allowReversed): trisq = np.ones((3,3)) trisq[:,0:2] = np.array(tri) detTri = np.linalg.det(trisq) if detTri < 0.0: if allowReversed: a = trisq[2,:].copy() trisq[2,:] = trisq[1,:] trisq[1,:] = a else: raise ValueError("tr...
Rewrite this program in VB while keeping its functionality equivalent to the Scala version.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Please provide an equivalent version of this Scala code in VB.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
Module Module1 Class Triangle Property P1 As Tuple(Of Double, Double) Property P2 As Tuple(Of Double, Double) Property P3 As Tuple(Of Double, Double) Sub New(p1 As Tuple(Of Double, Double), p2 As Tuple(Of Double, Double), p3 As Tuple(Of Double, Double)) Me.P1 = p1 ...
Change the following Scala code into Go without altering its purpose.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Change the following Scala code into Go without altering its purpose.
typealias Point = Pair<Double, Double> data class Triangle(var p1: Point, var p2: Point, var p3: Point) { override fun toString() = "Triangle: $p1, $p2, $p3" } fun det2D(t: Triangle): Double { val (p1, p2, p3) = t return p1.first * (p2.second - p3.second) + p2.first * (p3.second - p1.second...
package main import "fmt" type point struct { x, y float64 } func (p point) String() string { return fmt.Sprintf("(%.1f, %.1f)", p.x, p.y) } type triangle struct { p1, p2, p3 point } func (t *triangle) String() string { return fmt.Sprintf("Triangle %s, %s, %s", t.p1, t.p2, t.p3) } func (t *triangl...
Write the same algorithm in C# as shown in this Ada implementation.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
using System; class SudokuSolver { private int[] grid; public SudokuSolver(String s) { grid = new int[81]; for (int i = 0; i < s.Length; i++) { grid[i] = int.Parse(s[i].ToString()); } } public void solve() { try { placeNu...
Can you help me rewrite this code in C instead of Ada, keeping it the same logically?
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
#include <stdio.h> void show(int *x) { int i, j; for (i = 0; i < 9; i++) { if (!(i % 3)) putchar('\n'); for (j = 0; j < 9; j++) printf(j % 3 ? "%2d" : "%3d", *x++); putchar('\n'); } } int trycell(int *x, int pos) { int row = pos / 9; int col = pos % 9; int i, j, used = 0; if (pos == 81) return 1; if...
Please provide an equivalent version of this Ada code in C++.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
#include <iostream> using namespace std; class SudokuSolver { private: int grid[81]; public: SudokuSolver(string s) { for (unsigned int i = 0; i < s.length(); i++) { grid[i] = (int) (s[i] - '0'); } } void solve() { try { placeNumber(0); cou...
Port the provided Ada code into Go while preserving the original functionality.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
package main import "fmt" var puzzle = "" + "394 267 " + " 3 4 " + "5 69 2 " + " 45 9 " + "6 7" + " 7 58 " + " 1 67 8" + " 9 8 " + " 264 735" func main() { printGrid("puzzle:", puzzle) if s := solve(puzzle); s == "" { fmt.Println("no solu...
Transform the following Ada implementation into Java, maintaining the same output and logic.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
public class Sudoku { private int mBoard[][]; private int mBoardSize; private int mBoxSize; private boolean mRowSubset[][]; private boolean mColSubset[][]; private boolean mBoxSubset[][]; public Sudoku(int board[][]) { mBoard = board; mBoardSize = mBoard.length; mBo...
Transform the following Ada implementation into Python, maintaining the same output and logic.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
def initiate(): box.append([0, 1, 2, 9, 10, 11, 18, 19, 20]) box.append([3, 4, 5, 12, 13, 14, 21, 22, 23]) box.append([6, 7, 8, 15, 16, 17, 24, 25, 26]) box.append([27, 28, 29, 36, 37, 38, 45, 46, 47]) box.append([30, 31, 32, 39, 40, 41, 48, 49, 50]) box.append([33, 34, 35, 42, 43, 44, 51, 52, 5...
Write the same algorithm in VB as shown in this Ada implementation.
with Ada.Text_IO; procedure Sudoku is type sudoku_ar_t is array ( integer range 0..80 ) of integer range 0..9; FINISH_EXCEPTION : exception; procedure prettyprint(sudoku_ar: sudoku_ar_t); function checkValidity( val : integer; x : integer; y : integer; sudoku_ar: in sudoku_ar_t) return Boolean; proce...
Dim grid(9, 9) Dim gridSolved(9, 9) Public Sub Solve(i, j) If i > 9 Then For r = 1 To 9 For c = 1 To 9 gridSolved(r, c) = grid(r, c) Next c Next r Exit Sub End If For n = 1 To 9 If isSafe(i, j, n) Then nTmp = grid(i, j) grid(i, j) = n If j = 9 Then ...
Convert this AutoHotKey block to C, preserving its control flow and logic.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
#include <stdio.h> void show(int *x) { int i, j; for (i = 0; i < 9; i++) { if (!(i % 3)) putchar('\n'); for (j = 0; j < 9; j++) printf(j % 3 ? "%2d" : "%3d", *x++); putchar('\n'); } } int trycell(int *x, int pos) { int row = pos / 9; int col = pos % 9; int i, j, used = 0; if (pos == 81) return 1; if...
Translate the given AutoHotKey code snippet into C# without altering its behavior.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
using System; class SudokuSolver { private int[] grid; public SudokuSolver(String s) { grid = new int[81]; for (int i = 0; i < s.Length; i++) { grid[i] = int.Parse(s[i].ToString()); } } public void solve() { try { placeNu...
Change the following AutoHotKey code into C++ without altering its purpose.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
#include <iostream> using namespace std; class SudokuSolver { private: int grid[81]; public: SudokuSolver(string s) { for (unsigned int i = 0; i < s.length(); i++) { grid[i] = (int) (s[i] - '0'); } } void solve() { try { placeNumber(0); cou...
Preserve the algorithm and functionality while converting the code from AutoHotKey to Java.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
public class Sudoku { private int mBoard[][]; private int mBoardSize; private int mBoxSize; private boolean mRowSubset[][]; private boolean mColSubset[][]; private boolean mBoxSubset[][]; public Sudoku(int board[][]) { mBoard = board; mBoardSize = mBoard.length; mBo...
Can you help me rewrite this code in Python instead of AutoHotKey, keeping it the same logically?
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
def initiate(): box.append([0, 1, 2, 9, 10, 11, 18, 19, 20]) box.append([3, 4, 5, 12, 13, 14, 21, 22, 23]) box.append([6, 7, 8, 15, 16, 17, 24, 25, 26]) box.append([27, 28, 29, 36, 37, 38, 45, 46, 47]) box.append([30, 31, 32, 39, 40, 41, 48, 49, 50]) box.append([33, 34, 35, 42, 43, 44, 51, 52, 5...
Preserve the algorithm and functionality while converting the code from AutoHotKey to VB.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
Dim grid(9, 9) Dim gridSolved(9, 9) Public Sub Solve(i, j) If i > 9 Then For r = 1 To 9 For c = 1 To 9 gridSolved(r, c) = grid(r, c) Next c Next r Exit Sub End If For n = 1 To 9 If isSafe(i, j, n) Then nTmp = grid(i, j) grid(i, j) = n If j = 9 Then ...
Write the same algorithm in Go as shown in this AutoHotKey implementation.
#SingleInstance, Force SetBatchLines, -1 SetTitleMatchMode, 3 Loop 9 { r := A_Index, y := r*17-8 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Loop 9 { c := A_Index, x := c*17+5 + (A_Index >= 7 ? 4 : A_Index >= 4 ? 2 : 0) Gui, Add, Edit, x%x% y%y% w17 h17 v%r%_%c% Center Number Limi...
package main import "fmt" var puzzle = "" + "394 267 " + " 3 4 " + "5 69 2 " + " 45 9 " + "6 7" + " 7 58 " + " 1 67 8" + " 9 8 " + " 264 735" func main() { printGrid("puzzle:", puzzle) if s := solve(puzzle); s == "" { fmt.Println("no solu...
Maintain the same structure and functionality when rewriting this code in C#.
BEGIN { puzzle = "123456789 456789123 789123456 ......... ......... ......... ......... ......... ........." gsub(/ /,"",puzzle) if (length(puzzle) != 81) { error("length of puzzle is not 81") } if (puzzle !~ /^[1-9\.]+$/) { error("only 1-9 and . are valid") } if (gsub(/[1-9]/,"&",puzzle) < 1...
using System; class SudokuSolver { private int[] grid; public SudokuSolver(String s) { grid = new int[81]; for (int i = 0; i < s.Length; i++) { grid[i] = int.Parse(s[i].ToString()); } } public void solve() { try { placeNu...
Produce a language-to-language conversion: from AWK to C++, same semantics.
BEGIN { puzzle = "123456789 456789123 789123456 ......... ......... ......... ......... ......... ........." gsub(/ /,"",puzzle) if (length(puzzle) != 81) { error("length of puzzle is not 81") } if (puzzle !~ /^[1-9\.]+$/) { error("only 1-9 and . are valid") } if (gsub(/[1-9]/,"&",puzzle) < 1...
#include <iostream> using namespace std; class SudokuSolver { private: int grid[81]; public: SudokuSolver(string s) { for (unsigned int i = 0; i < s.length(); i++) { grid[i] = (int) (s[i] - '0'); } } void solve() { try { placeNumber(0); cou...
Keep all operations the same but rewrite the snippet in Python.
BEGIN { puzzle = "123456789 456789123 789123456 ......... ......... ......... ......... ......... ........." gsub(/ /,"",puzzle) if (length(puzzle) != 81) { error("length of puzzle is not 81") } if (puzzle !~ /^[1-9\.]+$/) { error("only 1-9 and . are valid") } if (gsub(/[1-9]/,"&",puzzle) < 1...
def initiate(): box.append([0, 1, 2, 9, 10, 11, 18, 19, 20]) box.append([3, 4, 5, 12, 13, 14, 21, 22, 23]) box.append([6, 7, 8, 15, 16, 17, 24, 25, 26]) box.append([27, 28, 29, 36, 37, 38, 45, 46, 47]) box.append([30, 31, 32, 39, 40, 41, 48, 49, 50]) box.append([33, 34, 35, 42, 43, 44, 51, 52, 5...
Change the programming language of this snippet from AWK to VB without modifying what it does.
BEGIN { puzzle = "123456789 456789123 789123456 ......... ......... ......... ......... ......... ........." gsub(/ /,"",puzzle) if (length(puzzle) != 81) { error("length of puzzle is not 81") } if (puzzle !~ /^[1-9\.]+$/) { error("only 1-9 and . are valid") } if (gsub(/[1-9]/,"&",puzzle) < 1...
Dim grid(9, 9) Dim gridSolved(9, 9) Public Sub Solve(i, j) If i > 9 Then For r = 1 To 9 For c = 1 To 9 gridSolved(r, c) = grid(r, c) Next c Next r Exit Sub End If For n = 1 To 9 If isSafe(i, j, n) Then nTmp = grid(i, j) grid(i, j) = n If j = 9 Then ...
Preserve the algorithm and functionality while converting the code from AWK to Go.
BEGIN { puzzle = "123456789 456789123 789123456 ......... ......... ......... ......... ......... ........." gsub(/ /,"",puzzle) if (length(puzzle) != 81) { error("length of puzzle is not 81") } if (puzzle !~ /^[1-9\.]+$/) { error("only 1-9 and . are valid") } if (gsub(/[1-9]/,"&",puzzle) < 1...
package main import "fmt" var puzzle = "" + "394 267 " + " 3 4 " + "5 69 2 " + " 45 9 " + "6 7" + " 7 58 " + " 1 67 8" + " 9 8 " + " 264 735" func main() { printGrid("puzzle:", puzzle) if s := solve(puzzle); s == "" { fmt.Println("no solu...
Translate this program into C but keep the logic exactly as in BBC_Basic.
VDU 23,22,453;453;8,20,16,128 *FONT Arial,28 DIM Board%(8,8) Board%() = %111111111 FOR L% = 0 TO 9:P% = L%*100 LINE 2,P%+2,902,P%+2 IF (L% MOD 3)=0 LINE 2,P%,902,P% : LINE 2,P%+4,902,P%+4 LINE P%+2,2,P%+2,902 IF (L% MOD 3)=0 LINE P%,2,P%,902 : ...
#include <stdio.h> void show(int *x) { int i, j; for (i = 0; i < 9; i++) { if (!(i % 3)) putchar('\n'); for (j = 0; j < 9; j++) printf(j % 3 ? "%2d" : "%3d", *x++); putchar('\n'); } } int trycell(int *x, int pos) { int row = pos / 9; int col = pos % 9; int i, j, used = 0; if (pos == 81) return 1; if...
Preserve the algorithm and functionality while converting the code from BBC_Basic to C#.
VDU 23,22,453;453;8,20,16,128 *FONT Arial,28 DIM Board%(8,8) Board%() = %111111111 FOR L% = 0 TO 9:P% = L%*100 LINE 2,P%+2,902,P%+2 IF (L% MOD 3)=0 LINE 2,P%,902,P% : LINE 2,P%+4,902,P%+4 LINE P%+2,2,P%+2,902 IF (L% MOD 3)=0 LINE P%,2,P%,902 : ...
using System; class SudokuSolver { private int[] grid; public SudokuSolver(String s) { grid = new int[81]; for (int i = 0; i < s.Length; i++) { grid[i] = int.Parse(s[i].ToString()); } } public void solve() { try { placeNu...