Instruction
stringlengths
45
106
input_code
stringlengths
1
13.7k
output_code
stringlengths
1
13.7k
Write the same code in C# as shown below 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]
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 Mathematica code into C++ while preserving the original functionality.
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]
#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: ...
Change the following Mathematica code into Java without altering its purpose.
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]
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) {...
Generate an equivalent Python version of this Mathematica code.
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]
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 Mathematica to VB without modifying what it does.
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]
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 the given Mathematica code snippet into Go without altering its behavior.
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]
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...
Generate a C translation of this MATLAB snippet without changing its computational steps.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
#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 an equivalent C# version of this MATLAB code.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
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 MATLAB code into C++ while preserving the original functionality.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
#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 this program in Java while keeping its functionality equivalent to the MATLAB version.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
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) {...
Maintain the same structure and functionality when rewriting this code in Python.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
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 the following code from MATLAB to VB, ensuring the logic remains intact.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
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) ...
Maintain the same structure and functionality when rewriting this code in Go.
g = -9.8; deltaTime = 1/50; endTime = 16; rodPivotPoint = [2 2]; rodLength = 1; mass = 1; radius = .2; theta = 45; velocity = [0 0]; assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.'); position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta...
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...
Produce a functionally identical C code for the snippet given in Nim.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
#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...
Rewrite the snippet below in C# so it works the same as the original Nim code.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
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 the same algorithm in C++ as shown in this Nim implementation.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
#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 the given Nim code snippet into Java without altering its behavior.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
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 Nim block to Python, preserving its control flow and logic.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
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 Nim snippet to VB and keep its semantics consistent.
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
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 Nim, keeping it the same logically?
import math import times import opengl import opengl/glut var lg: float g: float currTime: Time theta0: float theta: float omega: float accel: float e: float proc initSimulation(length, gravitation, start: float) = lg = length g =...
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 following Perl code into C without altering its purpose.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
#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 following Perl code into C# without altering its purpose.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
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 the same algorithm in C++ as shown in this Perl implementation.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
#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: ...
Change the programming language of this snippet from Perl to Java without modifying what it does.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
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) {...
Generate an equivalent Python version of this Perl code.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
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...
Rewrite the snippet below in VB so it works the same as the original Perl code.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
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) ...
Produce a language-to-language conversion: from Perl to Go, same semantics.
use strict; use warnings; use Tk; use Math::Trig qw/:pi/; my $root = new MainWindow( -title => 'Pendulum Animation' ); my $canvas = $root->Canvas(-width => 320, -height => 200); my $after_id; for ($canvas) { $_->createLine( 0, 25, 320, 25, -tags => [qw/plate/], -width => 2, -fill => 'grey50' ); $_->createOval...
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...
Generate an equivalent C version of this R code.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
#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 R snippet.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
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 language-to-language conversion: from R to C++, same semantics.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
#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 R implementation.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
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) {...
Rewrite this program in Python while keeping its functionality equivalent to the R version.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
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 R snippet to VB and keep its semantics consistent.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
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 a version of this R function in Go with identical behavior.
library(DescTools) pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){ tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1)) slow=.27;fast=.07 sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,leng...
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.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
#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 C# code for the snippet given in Racket.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
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() { ...
Maintain the same structure and functionality when rewriting this code in C++.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
#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: ...
Port the following code from Racket to Java with equivalent syntax and logic.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
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) {...
Rewrite the snippet below in Python so it works the same as the original Racket code.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
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...
Produce a functionally identical VB code for the snippet given in Racket.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
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 following code from Racket to Go with equivalent syntax and logic.
#lang racket (require 2htdp/image 2htdp/universe) (define (pendulum) (define (accel θ) (- (sin θ))) (define θ (/ pi 2.5)) (define θ′ 0) (define θ′′ (accel (/ pi 2.5))) (define (x θ) (+ 200 (* 150 (sin θ)))) (define (y θ) (* 150 (cos θ))) (λ (n) (define p-image (underlay/xy (add-line (empty-scene 400...
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...
Write a version of this REXX function in C with identical behavior.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
#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 following REXX code into C# without altering its purpose.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
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() { ...
Preserve the algorithm and functionality while converting the code from REXX to C++.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
#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.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
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) {...
Preserve the algorithm and functionality while converting the code from REXX to Python.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
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...
Rewrite this program in VB while keeping its functionality equivalent to the REXX version.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
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) ...
Generate an equivalent Go version of this REXX code.
pendulum = .pendulum~new(10, 30) before = .datetime~new do 100 -- somewhat arbitrary loop count call syssleep .2 now = .datetime~new pendulum~update(now - before) before = now say " X:" pendulum~x " Y:" pendulum~y end ::class pendulum ::method init expose length theta x y velocity use arg length...
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 Ruby snippet to C and keep its semantics consistent.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
#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...
Translate this program into C# but keep the logic exactly as in Ruby.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
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() { ...
Transform the following Ruby implementation into C++, maintaining the same output and logic.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
#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: ...
Produce a language-to-language conversion: from Ruby to Java, same semantics.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
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) {...
Please provide an equivalent version of this Ruby code in Python.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
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...
Keep all operations the same but rewrite the snippet in VB.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
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) ...
Transform the following Ruby implementation into Go, maintaining the same output and logic.
require 'tk' $root = TkRoot.new("title" => "Pendulum Animation") $canvas = TkCanvas.new($root) do width 320 height 200 create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50' create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50' create TkcLine, 1,1,1...
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...
Produce a language-to-language conversion: from Scala to C, same semantics.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
#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 Scala implementation into C#, maintaining the same output and logic.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
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 Scala implementation into C++, maintaining the same output and logic.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
#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 this program in Java while keeping its functionality equivalent to the Scala version.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
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 Scala code into Python while preserving the original functionality.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
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 Scala snippet without changing its computational steps.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
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) ...
Generate a Go translation of this Scala snippet without changing its computational steps.
import java.awt.* import java.util.concurrent.* import javax.swing.* class Pendulum(private val length: Int) : JPanel(), Runnable { init { val f = JFrame("Pendulum") f.add(this) f.defaultCloseOperation = JFrame.EXIT_ON_CLOSE f.pack() f.isVisible = true isDoubleBuffer...
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 Tcl to C with equivalent syntax and logic.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
#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 Tcl.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
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() { ...
Can you help me rewrite this code in C++ instead of Tcl, keeping it the same logically?
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
#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: ...
Change the following Tcl code into Java without altering its purpose.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
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) {...
Rewrite this program in Python while keeping its functionality equivalent to the Tcl version.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
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 Tcl code into VB while preserving the original functionality.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
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 this Tcl block to Go, preserving its control flow and logic.
package require Tcl 8.5 package require Tk pack [canvas .c -width 320 -height 200] -fill both -expand 1 .c create line 0 25 320 25 -width 2 -fill grey50 -tags plate .c create line 1 1 1 1 -tags rod -width 3 -fill black .c create oval 1 1 2 2 -tags bob -fill yellow -outline black .c create oval 155 20 165 30 -fill gre...
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...
Keep all operations the same but rewrite the snippet in Rust.
#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...
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
Transform the following C++ implementation into Rust, maintaining the same output and logic.
#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: ...
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
Change the following C# code into Rust without altering its purpose.
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() { ...
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
Convert this Java snippet to Rust and keep its semantics consistent.
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) {...
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
Preserve the algorithm and functionality while converting the code from Go to Rust.
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...
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
Write the same algorithm in VB as shown in this Rust implementation.
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
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 Rust to Python, ensuring the logic remains intact.
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings}; const PI: f64 = std::f64::consts::PI; const WIDTH: u32 = 640; const HEIGHT: u32 = 480; const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.; const ANCHOR_Y: f64 = HEIGHT as f64 / 4.; const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - ...
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 Ada block to C#, preserving its control flow and logic.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
using System; class Program { static void Main() { var value = "100"; var fromBases = new[] { 2, 8, 10, 16 }; var toBase = 10; foreach (var fromBase in fromBases) { Console.WriteLine("{0} in base {1} is {2} in base {3}", value, fromBase, Conve...
Maintain the same structure and functionality when rewriting this code in C.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
#include <stdio.h> int main() { int num; sscanf("0123459", "%d", &num); printf("%d\n", num); sscanf("abcf123", "%x", &num); printf("%d\n", num); sscanf("7651", "%o", &num); printf("%d\n", num); return 0; }
Generate an equivalent C++ version of this Ada code.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
#include <iostream> #include <sstream> int main() { int num; std::istringstream("0123459") >> num; std::cout << num << std::endl; std::istringstream("0123459") >> std::dec >> num; std::cout << num << std::endl; std::istringstream("abcf123") >> std::hex >> num; std::cout << num << std::endl; std:...
Convert this Ada block to Go, preserving its control flow and logic.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
package main import ( "fmt" "math/big" "strconv" ) func main() { x, _ := strconv.Atoi("13") fmt.Println(x) x64, _ := strconv.ParseInt("3c2", 19, 64) fmt.Println(x64) fmt.Sscanf("1101", "%b", &x) fmt.Println(x) fmt.S...
Convert the following code from Ada to Java, ensuring the logic remains intact.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
Scanner sc = new Scanner(System.in); sc.useRadix(base); sc.nextInt();
Convert the following code from Ada to Python, ensuring the logic remains intact.
with Ada.Text_IO; procedure Numbers is package Int_IO is new Ada.Text_IO.Integer_IO (Integer); package Float_IO is new Ada.Text_IO.Float_IO (Float); begin Int_IO.Put (Integer'Value ("16#ABCF123#")); Ada.Text_IO.New_Line; Int_IO.Put (Integer'Value ("8#7651#")); Ada.Text_IO.New_Line; Int_IO.Put (Inte...
>>> text = '100' >>> for base in range(2,21): print ("String '%s' in base %i is %i in base 10" % (text, base, int(text, base))) String '100' in base 2 is 4 in base 10 String '100' in base 3 is 9 in base 10 String '100' in base 4 is 16 in base 10 String '100' in base 5 is 25 in base 10 String '1...
Convert this Arturo snippet to C and keep its semantics consistent.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
#include <stdio.h> int main() { int num; sscanf("0123459", "%d", &num); printf("%d\n", num); sscanf("abcf123", "%x", &num); printf("%d\n", num); sscanf("7651", "%o", &num); printf("%d\n", num); return 0; }
Change the following Arturo code into C# without altering its purpose.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
using System; class Program { static void Main() { var value = "100"; var fromBases = new[] { 2, 8, 10, 16 }; var toBase = 10; foreach (var fromBase in fromBases) { Console.WriteLine("{0} in base {1} is {2} in base {3}", value, fromBase, Conve...
Rewrite the snippet below in C++ so it works the same as the original Arturo code.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
#include <iostream> #include <sstream> int main() { int num; std::istringstream("0123459") >> num; std::cout << num << std::endl; std::istringstream("0123459") >> std::dec >> num; std::cout << num << std::endl; std::istringstream("abcf123") >> std::hex >> num; std::cout << num << std::endl; std:...
Ensure the translated Java code behaves exactly like the original Arturo snippet.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
Scanner sc = new Scanner(System.in); sc.useRadix(base); sc.nextInt();
Convert this Arturo block to Python, preserving its control flow and logic.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
>>> text = '100' >>> for base in range(2,21): print ("String '%s' in base %i is %i in base 10" % (text, base, int(text, base))) String '100' in base 2 is 4 in base 10 String '100' in base 3 is 9 in base 10 String '100' in base 4 is 16 in base 10 String '100' in base 5 is 25 in base 10 String '1...
Produce a functionally identical Go code for the snippet given in Arturo.
print to :integer "10"   print from.hex "10"   print from.octal "120"   print from.binary "10101"  
package main import ( "fmt" "math/big" "strconv" ) func main() { x, _ := strconv.Atoi("13") fmt.Println(x) x64, _ := strconv.ParseInt("3c2", 19, 64) fmt.Println(x64) fmt.Sscanf("1101", "%b", &x) fmt.Println(x) fmt.S...
Rewrite this program in C while keeping its functionality equivalent to the BBC_Basic version.
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
#include <stdio.h> int main() { int num; sscanf("0123459", "%d", &num); printf("%d\n", num); sscanf("abcf123", "%x", &num); printf("%d\n", num); sscanf("7651", "%o", &num); printf("%d\n", num); return 0; }
Write a version of this BBC_Basic function in C# with identical behavior.
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
using System; class Program { static void Main() { var value = "100"; var fromBases = new[] { 2, 8, 10, 16 }; var toBase = 10; foreach (var fromBase in fromBases) { Console.WriteLine("{0} in base {1} is {2} in base {3}", value, fromBase, Conve...
Write the same code in C++ as shown below in BBC_Basic.
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
#include <iostream> #include <sstream> int main() { int num; std::istringstream("0123459") >> num; std::cout << num << std::endl; std::istringstream("0123459") >> std::dec >> num; std::cout << num << std::endl; std::istringstream("abcf123") >> std::hex >> num; std::cout << num << std::endl; std:...
Port the provided BBC_Basic code into Java while preserving the original functionality.
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
Scanner sc = new Scanner(System.in); sc.useRadix(base); sc.nextInt();
Change the following BBC_Basic code into Python without altering its purpose.
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
>>> text = '100' >>> for base in range(2,21): print ("String '%s' in base %i is %i in base 10" % (text, base, int(text, base))) String '100' in base 2 is 4 in base 10 String '100' in base 3 is 9 in base 10 String '100' in base 4 is 16 in base 10 String '100' in base 5 is 25 in base 10 String '1...
Can you help me rewrite this code in Go instead of BBC_Basic, keeping it the same logically?
PRINT VAL("0") PRINT VAL("123456789") PRINT VAL("-987654321") PRINT EVAL("%10101010") PRINT EVAL("%1111111111") PRINT EVAL("&ABCD") PRINT EVAL("&FFFFFFFF")
package main import ( "fmt" "math/big" "strconv" ) func main() { x, _ := strconv.Atoi("13") fmt.Println(x) x64, _ := strconv.ParseInt("3c2", 19, 64) fmt.Println(x64) fmt.Sscanf("1101", "%b", &x) fmt.Println(x) fmt.S...
Convert this Common_Lisp block to C, preserving its control flow and logic.
(parse-integer "abc" :radix 20 :junk-allowed t)
#include <stdio.h> int main() { int num; sscanf("0123459", "%d", &num); printf("%d\n", num); sscanf("abcf123", "%x", &num); printf("%d\n", num); sscanf("7651", "%o", &num); printf("%d\n", num); return 0; }
Rewrite the snippet below in C# so it works the same as the original Common_Lisp code.
(parse-integer "abc" :radix 20 :junk-allowed t)
using System; class Program { static void Main() { var value = "100"; var fromBases = new[] { 2, 8, 10, 16 }; var toBase = 10; foreach (var fromBase in fromBases) { Console.WriteLine("{0} in base {1} is {2} in base {3}", value, fromBase, Conve...
Convert the following code from Common_Lisp to C++, ensuring the logic remains intact.
(parse-integer "abc" :radix 20 :junk-allowed t)
#include <iostream> #include <sstream> int main() { int num; std::istringstream("0123459") >> num; std::cout << num << std::endl; std::istringstream("0123459") >> std::dec >> num; std::cout << num << std::endl; std::istringstream("abcf123") >> std::hex >> num; std::cout << num << std::endl; std:...
Can you help me rewrite this code in Java instead of Common_Lisp, keeping it the same logically?
(parse-integer "abc" :radix 20 :junk-allowed t)
Scanner sc = new Scanner(System.in); sc.useRadix(base); sc.nextInt();
Change the following Common_Lisp code into Python without altering its purpose.
(parse-integer "abc" :radix 20 :junk-allowed t)
>>> text = '100' >>> for base in range(2,21): print ("String '%s' in base %i is %i in base 10" % (text, base, int(text, base))) String '100' in base 2 is 4 in base 10 String '100' in base 3 is 9 in base 10 String '100' in base 4 is 16 in base 10 String '100' in base 5 is 25 in base 10 String '1...
Please provide an equivalent version of this Common_Lisp code in Go.
(parse-integer "abc" :radix 20 :junk-allowed t)
package main import ( "fmt" "math/big" "strconv" ) func main() { x, _ := strconv.Atoi("13") fmt.Println(x) x64, _ := strconv.ParseInt("3c2", 19, 64) fmt.Println(x64) fmt.Sscanf("1101", "%b", &x) fmt.Println(x) fmt.S...