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Generate a VB translation of this Rust snippet without changing its computational steps.
fn cocktail_sort<T: PartialOrd>(a: &mut [T]) { let len = a.len(); loop { let mut swapped = false; let mut i = 0; while i + 1 < len { if a[i] > a[i + 1] { a.swap(i, i + 1); swapped = true; } i += 1; } if s...
Function cocktail_sort(ByVal s As Variant) As Variant Dim swapped As Boolean Dim f As Integer, t As Integer, d As Integer, tmp As Integer swapped = True f = 1 t = UBound(s) - 1 d = 1 Do While swapped swapped = 0 For i = f To t Step d If Val(s(i)) > Val(s(i + 1)) T...
Maintain the same structure and functionality when rewriting this code in Rust.
#include <iostream> #include <windows.h> const int EL_COUNT = 77, LLEN = 11; class cocktailSort { public: void sort( int* arr, int len ) { bool notSorted = true; while( notSorted ) { notSorted = false; for( int a = 0; a < len - 1; a++ ) { if( arr[a] > arr[a + 1] ) { sSwap( arr[a], ...
fn cocktail_sort<T: PartialOrd>(a: &mut [T]) { let len = a.len(); loop { let mut swapped = false; let mut i = 0; while i + 1 < len { if a[i] > a[i + 1] { a.swap(i, i + 1); swapped = true; } i += 1; } if s...
Change the following Rust code into Python without altering its purpose.
fn cocktail_sort<T: PartialOrd>(a: &mut [T]) { let len = a.len(); loop { let mut swapped = false; let mut i = 0; while i + 1 < len { if a[i] > a[i + 1] { a.swap(i, i + 1); swapped = true; } i += 1; } if s...
def cocktailSort(A): up = range(len(A)-1) while True: for indices in (up, reversed(up)): swapped = False for i in indices: if A[i] > A[i+1]: A[i], A[i+1] = A[i+1], A[i] swapped = True if not swapped: ...
Port the following code from Ada to C# with equivalent syntax and logic.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Generate an equivalent C version of this Ada code.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Maintain the same structure and functionality when rewriting this code in C++.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Keep all operations the same but rewrite the snippet in Go.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Maintain the same structure and functionality when rewriting this code in Java.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Convert the following code from Ada to Python, ensuring the logic remains intact.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Generate an equivalent VB version of this Ada code.
generic type Float_Type is digits <>; Gravitation : Float_Type; package Pendulums is type Pendulum is private; function New_Pendulum (Length : Float_Type; Theta0 : Float_Type) return Pendulum; function Get_X (From : Pendulum) return Float_Type; function Get_Y (From : Pendulum...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Change the following AutoHotKey code into C without altering its purpose.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Preserve the algorithm and functionality while converting the code from AutoHotKey to C#.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Transform the following AutoHotKey implementation into C++, maintaining the same output and logic.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Maintain the same structure and functionality when rewriting this code in Java.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Keep all operations the same but rewrite the snippet in Python.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Convert this AutoHotKey snippet to VB and keep its semantics consistent.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Preserve the algorithm and functionality while converting the code from AutoHotKey to Go.
SetBatchlines,-1 SizeGUI:={w:650,h:400} pendulum:={length:300,maxangle:90,speed:2,size:30,center:{x:Sizegui.w//2,y:10}} pendulum.maxangle:=pendulum.maxangle*0.01745329252 p_Token:=Gdip_Startup() Gui,+LastFound Gui,show,% "w" SizeGUI.w " h" SizeGUI.h hwnd:=WinActive() hdc:=GetDC(hwnd) start:=A_TickCount/1000 G:=Gdi...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Transform the following BBC_Basic implementation into C, maintaining the same output and logic.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Generate a C# translation of this BBC_Basic snippet without changing its computational steps.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Port the following code from BBC_Basic to C++ with equivalent syntax and logic.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Rewrite the snippet below in Java so it works the same as the original BBC_Basic code.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Convert the following code from BBC_Basic to Python, ensuring the logic remains intact.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Change the programming language of this snippet from BBC_Basic to VB without modifying what it does.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Change the following BBC_Basic code into Go without altering its purpose.
MODE 8 *FLOAT 64 VDU 23,23,4;0;0;0; : theta = RAD(40) : g = 9.81 : l = 0.50 : REPEAT PROCpendulum(theta, l) WAIT 1 PROCpendulum(theta, l) accel = - g * SIN(theta) / l / 100 speed += accel / 100 theta += speed ...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Please provide an equivalent version of this Clojure code in C.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Convert this Clojure block to C#, preserving its control flow and logic.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Port the following code from Clojure to C++ with equivalent syntax and logic.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Keep all operations the same but rewrite the snippet in Java.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Write the same code in Python as shown below in Clojure.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Generate a VB translation of this Clojure snippet without changing its computational steps.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Convert the following code from Clojure to Go, ensuring the logic remains intact.
(ns pendulum (:import (javax.swing JFrame) (java.awt Canvas Graphics Color))) (def length 200) (def width (* 2 (+ 50 length))) (def height (* 3 (/ length 2))) (def dt 0.1) (def g 9.812) (def k (- (/ g length))) (def anchor-x (/ width 2)) (def anchor-y (/ height 8)) (def angle (atom (/ (Math/PI) 2))) (defn...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Can you help me rewrite this code in C instead of Common_Lisp, keeping it the same logically?
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Convert this Common_Lisp block to C#, preserving its control flow and logic.
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Generate an equivalent C++ version of this Common_Lisp code.
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Can you help me rewrite this code in Java instead of Common_Lisp, keeping it the same logically?
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Write a version of this Common_Lisp function in Python with identical behavior.
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Write a version of this Common_Lisp function in VB with identical behavior.
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Port the provided Common_Lisp code into Go while preserving the original functionality.
(defvar *frame-rate* 30) (defvar *damping* 0.99 "Deceleration factor.") (defun make-pendulum (length theta0 x) "Returns an anonymous function with enclosed state representing a pendulum." (let* ((theta (* (/ theta0 180) pi)) (acceleration 0)) (if (< length 40) (setf length 40)) (lambda () ...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Port the following code from Delphi to C with equivalent syntax and logic.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Can you help me rewrite this code in C# instead of Delphi, keeping it the same logically?
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Translate this program into C++ but keep the logic exactly as in Delphi.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Generate a Java translation of this Delphi snippet without changing its computational steps.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Translate the given Delphi code snippet into Python without altering its behavior.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Write the same code in VB as shown below in Delphi.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Change the following Delphi code into Go without altering its purpose.
unit main; interface uses Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls; type TForm1 = class(TForm) procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); private Timer: TTimer; angle, angleAccel, angleVelocity, dt: double; len: Integer; procedure Tick(Sender: TObject); ...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Convert this F# block to C, preserving its control flow and logic.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Transform the following F# implementation into C#, maintaining the same output and logic.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Please provide an equivalent version of this F# code in C++.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Generate an equivalent Java version of this F# code.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Convert this F# snippet to Python and keep its semantics consistent.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Port the provided F# code into VB while preserving the original functionality.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Write the same code in Go as shown below in F#.
open System open System.Drawing open System.Windows.Forms [<Measure>] type m; [<Measure>] type s; type Pendulum = { length : float<m> gravity : float<m/s^2> velocity : float<m/s> angle : float } let next pendulum deltaT : Pendulum = let k = -pendulum.gravity / pendulum.length let accelera...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Rewrite this program in C while keeping its functionality equivalent to the Factor version.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Translate this program into C# but keep the logic exactly as in Factor.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Port the provided Factor code into C++ while preserving the original functionality.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Generate an equivalent Java version of this Factor code.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Convert the following code from Factor to Python, ensuring the logic remains intact.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Port the following code from Factor to VB with equivalent syntax and logic.
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Can you help me rewrite this code in Go instead of Factor, keeping it the same logically?
USING: accessors alarms arrays calendar colors.constants kernel locals math math.constants math.functions math.rectangles math.vectors opengl sequences system ui ui.gadgets ui.render ; IN: pendulum CONSTANT: g 9.81 CONSTANT: l 20 CONSTANT: theta0 0.5 : current-time ( -- time ) nano-count -9 10^ * ; : T0 ( -- T0 ) 2 ...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Maintain the same structure and functionality when rewriting this code in C#.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Write a version of this Fortran function in C++ with identical behavior.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Convert this Fortran snippet to C and keep its semantics consistent.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Produce a functionally identical Java code for the snippet given in Fortran.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Write a version of this Fortran function in Python with identical behavior.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Generate an equivalent VB version of this Fortran code.
program animated_pendulum implicit none double precision, parameter :: pi = 4.0D0*atan(1.0D0), l = 1.0D-1, dt = 1.0D-2, g = 9.8D0 integer :: io double precision :: s_ang, c_ang, p_ang, n_ang write(*,*) 'Enter starting angle (in degrees):' do read(*,*,iostat=io) s_ang if(io.ne.0 .or. s_ang.lt.-90.0D0 .or. s_ang.gt...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Write the same code in C as shown below in Groovy.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Change the programming language of this snippet from Groovy to C# without modifying what it does.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Change the programming language of this snippet from Groovy to C++ without modifying what it does.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Translate this program into Java but keep the logic exactly as in Groovy.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Change the programming language of this snippet from Groovy to Python without modifying what it does.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Keep all operations the same but rewrite the snippet in VB.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Translate this program into Go but keep the logic exactly as in Groovy.
import java.awt.*; import javax.swing.*; class Pendulum extends JPanel implements Runnable { private angle = Math.PI / 2; private length; Pendulum(length) { this.length = length; setDoubleBuffered(true); } @Override void paint(Graphics g) { g.setColor(Color.WHITE); ...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Change the programming language of this snippet from Haskell to C without modifying what it does.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Port the provided Haskell code into C# while preserving the original functionality.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Translate this program into Java but keep the logic exactly as in Haskell.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Keep all operations the same but rewrite the snippet in Python.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Translate this program into VB but keep the logic exactly as in Haskell.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Rewrite the snippet below in Go so it works the same as the original Haskell code.
import Graphics.HGL.Draw.Monad (Graphic, ) import Graphics.HGL.Draw.Picture import Graphics.HGL.Utils import Graphics.HGL.Window import Graphics.HGL.Run import Control.Exception (bracket, ) import Control.Arrow toInt = fromIntegral.round pendulum = runGraphics $ bracket (openWindowEx "Pendulum animation tas...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Port the provided J code into C while preserving the original functionality.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Produce a language-to-language conversion: from J to C#, same semantics.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Convert this J snippet to C++ and keep its semantics consistent.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Write the same algorithm in Java as shown in this J implementation.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Convert this J snippet to Python and keep its semantics consistent.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Can you help me rewrite this code in VB instead of J, keeping it the same logically?
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Change the programming language of this snippet from J to Go without modifying what it does.
require 'gl2 trig' coinsert 'jgl2' DT =: %30 ANGLE=: 0.45p1 L =: 1 G =: 9.80665 VEL =: 0 PEND=: noun define pc pend;pn "Pendulum"; xywh 0 0 320 200;cc isi isigraph rightmove bottommove; pas 0 0;pcenter; rem form end; ) pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Convert the following code from Julia to C, ensuring the logic remains intact.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Ensure the translated C# code behaves exactly like the original Julia snippet.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Write a version of this Julia function in C++ with identical behavior.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Write a version of this Julia function in Java with identical behavior.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Port the provided Julia code into Python while preserving the original functionality.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Transform the following Julia implementation into VB, maintaining the same output and logic.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Ensure the translated Go code behaves exactly like the original Julia snippet.
using Luxor using Colors using BoundaryValueDiffEq const g = 9.81 const L = 1.0 const bobd = 0.10 const framerate = 50.0 const t0 = 0.0 const tf = 2.3 const dtframe = 1.0/framerate const tspan = Lin...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Convert this Lua block to C, preserving its control flow and logic.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...
Write the same code in C# as shown below in Lua.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
using System; using System.Drawing; using System.Windows.Forms; class CSharpPendulum { Form _form; Timer _timer; double _angle = Math.PI / 2, _angleAccel, _angleVelocity = 0, _dt = 0.1; int _length = 50; [STAThread] static void Main() { ...
Produce a functionally identical C++ code for the snippet given in Lua.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
#ifndef __wxPendulumDlg_h__ #define __wxPendulumDlg_h__ #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include <wx/wx.h> #include <wx/dialog.h> #else #include <wx/wxprec.h> #endif #include <wx/timer.h> #include <wx/dcbuffer.h> #include <cmath> class wxPendulumDlgApp : public wxApp { public: ...
Write a version of this Lua function in Java with identical behavior.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
import java.awt.*; import javax.swing.*; public class Pendulum extends JPanel implements Runnable { private double angle = Math.PI / 2; private int length; public Pendulum(int length) { this.length = length; setDoubleBuffered(true); } @Override public void paint(Graphics g) {...
Produce a language-to-language conversion: from Lua to Python, same semantics.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
import pygame, sys from pygame.locals import * from math import sin, cos, radians pygame.init() WINDOWSIZE = 250 TIMETICK = 100 BOBSIZE = 15 window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE)) pygame.display.set_caption("Pendulum") screen = pygame.display.get_surface() screen.fill((255,255,255)) PIVOT = (WI...
Convert this Lua block to VB, preserving its control flow and logic.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
option explicit const dt = 0.15 const length=23 dim ans0:ans0=chr(27)&"[" dim Veloc,Accel,angle,olr,olc,r,c const r0=1 const c0=40 cls angle=0.7 while 1 wscript.sleep(50) Accel = -.9 * sin(Angle) Veloc = Veloc + Accel * dt Angle = Angle + Veloc * dt r = r0 + int(cos(Angle) * Length) ...
Translate this program into Go but keep the logic exactly as in Lua.
function degToRad( d ) return d * 0.01745329251 end function love.load() g = love.graphics rodLen, gravity, velocity, acceleration = 260, 3, 0, 0 halfWid, damp = g.getWidth() / 2, .989 posX, posY, angle = halfWid TWO_PI, angle = math.pi * 2, degToRad( 90 ) end function love.update( dt ) ac...
package main import ( "github.com/google/gxui" "github.com/google/gxui/drivers/gl" "github.com/google/gxui/math" "github.com/google/gxui/themes/dark" omath "math" "time" ) const ( ANIMATION_WIDTH int = 480 ANIMATION_HEIGHT int = 320 BALL_RADIUS float32 = 25.0 METER_PER_PIXEL float64 = 1.0...
Translate this program into C but keep the logic exactly as in Mathematica.
freq = 8; length = freq^(-1/2); Animate[Graphics[ List[{Line[{{0, 0}, length {Sin[T], -Cos[T]}} /. {T -> (Pi/6) Cos[2 Pi freq t]}], PointSize[Large], Point[{length {Sin[T], -Cos[T]}} /. {T -> (Pi/6) Cos[2 Pi freq t]}]}], PlotRange -> {{-0.3, 0.3}, {-0.5, 0}}], {t, 0, 1}, AnimationRate -> 0.07]
#include <stdlib.h> #include <math.h> #include <GL/glut.h> #include <GL/gl.h> #include <sys/time.h> #define length 5 #define g 9.8 double alpha, accl, omega = 0, E; struct timeval tv; double elappsed() { struct timeval now; gettimeofday(&now, 0); int ret = (now.tv_sec - tv.tv_sec) * 1000000 + now.tv_usec - tv.tv...