Need help with Binary Search algorithm error - algorithm

Using the g95 compiler, I have an error:
Error: Operands of comparison operator '.EQ.' at (1) are LOGICAL(4)/LOGICAL(4)
I have no idea what this means. I'm including the subroutine. Do you have any ideas how to fix this?
Thanks so much for your time.
SUBROUTINE search(iarray, ItemSought, Found, Location)
CHARACTER(20), DIMENSION(50),INTENT(IN)::itemarray
CHARACTER(20)::ItemSought
LOGICAL, INTENT(OUT)::Found
INTEGER, INTENT(OUT)::Location
INTEGER:: First, Last, Middle
WRITE(*,'(1x,A)',ADVANCE="NO"),"What are you searching for? "
READ*, ItemSought
First=1
Last=SIZE(Iarray)
FOUND = .FALSE.
DO
IF ((First > Last) .OR. Found) RETURN
Middle = (First+Last)/2
IF (ItemSought < Iarray(Middle)) THEN
Last=Middle-1
ELSE IF (ItemSought > Iarray(Middle)) THEN
First=Middle+1
ELSE
Found = .TRUE.
Location = Middle
END IF
END DO
IF (Found == .TRUE.) THEN
PRINT*, Itemsought
END SUBROUTINE

I'm not going to admit the last time I used FORTRAN, but it sure looks a lot different than I remember. So this is just a guess.
Based on the error message I'd say it's on this line (you didn't say which):
IF (Found == .TRUE.) THEN
Again just guessing, you usually don't test a logical value by comparing to true/false, you use it directly:
IF (Found) THEN

The .EQ. (or ==)relational operator, just like .NE. (/=), .LT. (<) and so on, is for comparing numbers only, for comparing logical values you should use .EQV. and .NEQV.

Related

How do I repeat a random number

I've tried searching for help but I haven't found a solution yet, I'm trying to repeat math.random.
current code:
local ok = ""
for i = 0,10 do
local ok = ok..math.random(0,10)
end
print(ok)
no clue why it doesn't work, please help
Long answer
Even if the preferable answer is already given, just copying it will probably not lead to the solution you may expect or less future mistakes. So I decided to explain why your code fails and to fix it and also help better understand how DarkWiiPlayer's answer works (except for string.rep and string.gsub).
Issues
There are at least three issues in your code:
the math.random(m, n) function includes lower and the upper values
local declarations hide a same-name objects in outer scopes
math.random gives the same number sequence unless you set its seed with math.randomseed
See Detailed explanation section below for more.
Another point seems at least worth mentioning or suspicious to me, as I assume you might be puzzled by the result (it seems to me to reflect exactly the perspective of the C programmer, from which I also got to know Lua): the Lua for loop specifies start and end value, so both of these values are included.
Attempt to repair
Here I show how a version of your code that yields the same results as the answer you accepted: a sequence of 10 percent-encoded decimal digits.
-- this will change the seed value (but mind that its resolution is seconds)
math.randomseed(os.time())
-- initiate the (only) local variable we are working on later
local ok = ""
-- encode 10 random decimals (Lua's for-loop is one-based and inclusive)
for i = 1, 10 do
ok = ok ..
-- add fixed part
'%3' ..
-- concatenation operator implicitly converts number to string
math.random(0, 9) -- a random number in range [0..9]
end
print(ok)
Detailed explanation
This explanation makes heavily use of the assert function instead of adding print calls or comment what the output should be. In my opinion assert is the superior choice for illustrating expected behavior: The function guides us from one true statement - assert(true) - to the next, at the first miss - assert(false) - the program is exited.
Random ranges
The math library in Lua provides actually three random functions depending on the count of arguments you pass to it. Without arguments, the result is in the interval [0,1):
assert(math.random() >= 0)
assert(math.random() < 1)
the one-argument version returns a value between 1 and the argument:
assert(math.random(1) == 1)
assert(math.random(10) >= 1)
assert(math.random(10) <= 10)
the two-argument version explicitly specifies min and max values:
assert(math.random(2,2) == 2)
assert(math.random(0, 9) >= 0)
assert(math.random(0, 9) <= 9)
Hidden outer variable
In this example, we have two variables x of different type, the outer x is not accessible from the inner scope.
local x = ''
assert(type(x) == 'string')
do
local x = 0
assert(type(x) == 'number')
-- inner x changes type
x = x .. x
assert(x == '00')
end
assert(type(x) == 'string')
Predictable randomness
The first call to math.random() in a Lua program will return always the same number because the pseudorandom number generator (PRNG) starts at seed 1. So if you call math.randomseed(1), you'll reset the PRNG to its initial state.
r0 = math.random()
math.randomseed(1)
r1 = math.random()
assert(r0 == r1)
After calling math.randomseed(os.time()) calls to math.random() will return different sequences presuming that subsequent program starts differ at least by one second. See question Current time in milliseconds and its answers for more information about the resolutions of several Lua functions.
string.rep(".", 10):gsub(".", function() return "%3" .. math.random(0, 9) end)
That should give you what you want

Can someone explain how this ruby basic-calculator code handles addition and subtraction?

So I was working on a Codewars problem here, and found some code posted to Github that works out-of-the-box. Problem is, I don't understand how part of it works. Here are the Codewars directions:
Description:
Create a simple calculator that given a string of operators (+ - * and /) and numbers separated by spaces returns the value of that expression
Example:
Calculator.new.evaluate("2 / 2 + 3 * 4 - 6") # => 7
Remember about the order of operations! Multiplications and divisions have a higher priority and should be performed left-to-right. Additions and subtractions have a lower priority and should also be performed left-to-right.
Here's the code:
class Calculator
def evaluate(string)
operator_stack = []
number_stack = []
string.split(" ").each do |token|
if /\d/.match(token)
number_stack << token.to_i
elsif operator_stack.length > 0 && /[*]|[\/]/.match(operator_stack[-1])
x, y = number_stack.pop, number_stack.pop
temp_result = y.send(operator_stack.pop, x)
number_stack << temp_result
operator_stack << token
else
operator_stack << token
end
end
while(number_stack.length > 0 && operator_stack.length > 0)
x, y = number_stack.shift, number_stack.shift
temp_result = x.send(operator_stack.shift,y)
number_stack.unshift(temp_result)
end
return number_stack[0]
end
end
Now I've learned enough Ruby that I can read through and understand what the various functions do, but when it comes to the mathematical operations the code does, I don't see where or how it handles addition and subtraction. There is some regex that's used to match for multiplication and division present in this line:
elsif operator_stack.length > 0 && /[*]|[\/]/.match(operator_stack[-1])
But since I don't see the plus or minus sign anywhere in the code, I don't get how it performs those operations. Can anyone help?
BTW, I'm done with the Codewars problem and have moved on. I also discovered you can solve this calculator problem with "instance_eval string", which blew my mind when I first saw it. But, it makes sense after reading through what I found here. I should have guessed that there was a one-liner that would work as a basic calculator :)
I would still like to know how this code handles addition and subtraction. Can anyone enlighten me?
The actual operations are performed in these lines:
temp_result = y.send(operator_stack.pop, x)
and later
temp_result = x.send(operator_stack.shift,y)
which says "send the operator_stack.shift/pop message with parameter y to objectx, which is basically the same as doing x <operator> y where <operator> is the operator on top of operator_stack

problems implementing negamax for tic-tac-toe in ruby

I'm banging my head against the wall trying to implement negamax for tic-tac-toe
def negamax(board_obj, mark, depth)
if board_obj.game_over?
return value(board_obj)
else
max = -1.0/0 # negative infinity
if mark == #mark
next_mark = #opponent_mark
else
next_mark = #mark
end
board_obj.empty_squares.each do |square|
board_obj[square] = mark
x = -negamax(board_obj, next_mark, depth + 1)
board_obj[square] = ' '
if x > max
max = x
#scores << x
#best_move = square if depth == 1
end
end
return max
end
end
# determines value of final board state
def value(board_obj)
if board_obj.mark_win?(#mark)
return 1
elsif board_obj.mark_win?(#opponent_mark)
return -1
else
return 0
end
end
the rest of the code is here: https://github.com/dave-maldonado/tic-tac-doh/blob/AI/tic-tac-doh.rb
It does produce a result but the AI is easily beat so I know something's wrong, any help
is appreciated!
The problem is that value needs to be relative to the mark in the current execution of negamax rather than always relative to the computer. If you pass in the mark argument to value from negamax with the following modified definition for value, you'll get the right results:
def value(board_obj, mark)
if board_obj.mark_win?(mark)
return 1
elsif board_obj.mark_win?(mark == 'X' ? 'O' : 'X')
return -1
else
return 0
end
end
That is, the first two lines of the negamax body need to be:
if board_obj.game_over?
return value(board_obj, mark)
That said, this overall program leaves an awful lot to be desired relative to Ruby, good design principles, etc (no offense intended). Now that you have it running, you might want to head over to the Code Review SE for some feedback. :-) And while it's too late to use TDD ;-), it would also be a good one to put "under test".
Also, please understand that per one of the other comments, this is not a kind of question that you'll typically get an answer to here at SO. I don't even know if this question will survive the review process without getting deleted. I worked on it for a variety of personal reasons.
Update: Looking at your reference implementation, you'll note that the negamax code includes the expression sign[color]*Analysis(b). It's that sign[color] that you were missing, effectively.

Unexpected $end after while loop and nested if

I have this program that I am working on that is supposed to find the sum of the first 1000 prime numbers. Currently all I am concerned with is making sure that the program is finding the first 1000 prime numbers, I will add the functionality for adding them later. Here is what I have:
#!/usr/bin/ruby
def prime(num)
is_prime = true
for i in 2..Math.sqrt(num)
if (num % i) == 0
is_prime = false
else
is_prime = true
end
end
return is_prime
end
i = 2
number_of_primes = 0
while number_of_primes < 1000
prime = prime(i)
if prime == true
number_of_primes++
end
i++
end
When i try to run the program I get the following feedback:
sumOfPrimes.rb:32: syntax error, unexpected keyword_end
sumOfPrimes.rb:34: syntax error, unexpected keyword_end
what gives? Any direction is appreciated.
Ruby doesn't have ++ operator, you need to do += 1
number_of_primes += 1
Unasked for, but a few pieces of advice if you're interested:
One of the cool things about Ruby is that question marks are legal in method names. As such you'll often find that 'predicate' methods (methods that test something and return true or false) end with a question mark, like this: odd?. Your prime method is a perfect candidate for this, so we can rename it prime?.
You use a local variable, is_prime, to hold whether you have found a factor of the number you're testing yet - this is the kind of thing you'd expect to do in an imperative language such as java or C - but Ruby has all sorts of cool features from functional programming that you will gain great power and expressiveness by learning. If you haven't come across them before, you may need to google what a block is and how the syntax works, but for this purpose you can just think of it as a way to get some code run on every item of a collection. It can be used with a variety of cool methods, and one of them is perfectly suited to your purpose: none?, which returns true if no items in the collection it is called on, when passed to the code block you give, return true. So your prime? method can be rewritten like this:
def prime? num
(2..Math.sqrt(num)).none? { |x| num % x == 0 }
end
Apart from being shorter, the advantage of not needing to use local variables like is_prime is that you give yourself fewer opportunities to introduce bugs - if for example you think the contents of is_prime is one thing but it's actually another. It's also, if you look carefully, a lot closer to the actual mathematical definition of a prime number. So by cutting out the unnecessary code you can get closer to exposing the 'meaning' of what you're writing.
As far as getting the first 1000 primes goes, infinite streams are a really cool way to do this but are probably a bit complex to explain here - definitely google if you're interested as they really are amazing! But just out of interest, here's a simple way you could do it using just recursion and no local variables (remember local variables are the devil!):
def first_n_primes(i = 2, primes = [], n)
if primes.count == n then primes
elsif prime? i then first_n_primes(i + 1, primes + [i], n)
else first_n_primes(i + 1, primes, n)
end
end
And as far as summing them up goes all I'll say is have a search for a ruby method called inject - also called reduce. It might be a bit brain-bending at first if you haven't come across the concept before but it's well worth learning! Very cool and very powerful.
Have fun!

Pythonic ways to use 'else' in a for loop [duplicate]

This question already has answers here:
Why does python use 'else' after for and while loops?
(24 answers)
Closed 7 months ago.
I have hardly ever noticed a python program that uses else in a for loop.
I recently used it to perform an action based on the loop variable condition while exiting; as it is in the scope.
What is the pythonic way to use an else in a for loop? Are there any notable use cases?
And, yea. I dislike using break statement. I'd rather set the looping condition complex. Would I be able to get any benefit out of it, if I don't like to use break statement anyway.
Worth noting that for loop has an else since the language inception, the first ever version.
What could be more pythonic than PyPy?
Look at what I discovered starting at line 284 in ctypes_configure/configure.py:
for i in range(0, info['size'] - csize + 1, info['align']):
if layout[i:i+csize] == [None] * csize:
layout_addfield(layout, i, ctype, '_alignment')
break
else:
raise AssertionError("unenforceable alignment %d" % (
info['align'],))
And here, from line 425 in pypy/annotation/annrpython.py (clicky)
if cell.is_constant():
return Constant(cell.const)
else:
for v in known_variables:
if self.bindings[v] is cell:
return v
else:
raise CannotSimplify
In pypy/annotation/binaryop.py, starting at line 751:
def is_((pbc1, pbc2)):
thistype = pairtype(SomePBC, SomePBC)
s = super(thistype, pair(pbc1, pbc2)).is_()
if not s.is_constant():
if not pbc1.can_be_None or not pbc2.can_be_None:
for desc in pbc1.descriptions:
if desc in pbc2.descriptions:
break
else:
s.const = False # no common desc in the two sets
return s
A non-one-liner in pypy/annotation/classdef.py, starting at line 176:
def add_source_for_attribute(self, attr, source):
"""Adds information about a constant source for an attribute.
"""
for cdef in self.getmro():
if attr in cdef.attrs:
# the Attribute() exists already for this class (or a parent)
attrdef = cdef.attrs[attr]
s_prev_value = attrdef.s_value
attrdef.add_constant_source(self, source)
# we should reflow from all the reader's position,
# but as an optimization we try to see if the attribute
# has really been generalized
if attrdef.s_value != s_prev_value:
attrdef.mutated(cdef) # reflow from all read positions
return
else:
# remember the source in self.attr_sources
sources = self.attr_sources.setdefault(attr, [])
sources.append(source)
# register the source in any Attribute found in subclasses,
# to restore invariant (III)
# NB. add_constant_source() may discover new subdefs but the
# right thing will happen to them because self.attr_sources
# was already updated
if not source.instance_level:
for subdef in self.getallsubdefs():
if attr in subdef.attrs:
attrdef = subdef.attrs[attr]
s_prev_value = attrdef.s_value
attrdef.add_constant_source(self, source)
if attrdef.s_value != s_prev_value:
attrdef.mutated(subdef) # reflow from all read positions
Later in the same file, starting at line 307, an example with an illuminating comment:
def generalize_attr(self, attr, s_value=None):
# if the attribute exists in a superclass, generalize there,
# as imposed by invariant (I)
for clsdef in self.getmro():
if attr in clsdef.attrs:
clsdef._generalize_attr(attr, s_value)
break
else:
self._generalize_attr(attr, s_value)
If you have a for loop you don't really have any condition statement. So break is your choice if you like to abort and then else can serve perfectly to handle the case where you were not happy.
for fruit in basket:
if fruit.kind in ['Orange', 'Apple']:
fruit.eat()
break
else:
print 'The basket contains no desirable fruit'
Basically, it simplifies any loop that uses a boolean flag like this:
found = False # <-- initialize boolean
for divisor in range(2, n):
if n % divisor == 0:
found = True # <-- update boolean
break # optional, but continuing would be a waste of time
if found: # <-- check boolean
print n, "is composite"
else:
print n, "is prime"
and allows you to skip the management of the flag:
for divisor in range(2, n):
if n % divisor == 0:
print n, "is composite"
break
else:
print n, "is prime"
Note that there is already a natural place for code to execute when you do find a divisor - right before the break. The only new feature here is a place for code to execute when you tried all divisor and did not find any.
This helps only in conjuction with break. You still need booleans if you can't break (e.g. because you looking for the last match, or have to track several conditions in parallel).
Oh, and BTW, this works for while loops just as well.
any/all
Nowdays, if the only purpose of the loop is a yes-or-no answer, you might be able to write it much shorter with the any()/all() functions with a generator or generator expression that yields booleans:
if any(n % divisor == 0
for divisor in range(2, n)):
print n, "is composite"
else:
print n, "is prime"
Note the elegancy! The code is 1:1 what you want to say!
[This is as effecient as a loop with a break, because the any() function is short-circuiting, only running the generator expression until it yeilds True. In fact it's usually even faster than a loop. Simpler Python code tends to have less overhear.]
This is less workable if you have other side effects - for example if you want to find the divisor. You can still do it (ab)using the fact that non-0 value are true in Python:
divisor = any(d for d in range(2, n) if n % d == 0)
if divisor:
print n, "is divisible by", divisor
else:
print n, "is prime"
but as you see this is getting shaky - wouldn't work if 0 was a possible divisor value...
Without using break, else blocks have no benefit for for and while statements. The following two examples are equivalent:
for x in range(10):
pass
else:
print "else"
for x in range(10):
pass
print "else"
The only reason for using else with for or while is to do something after the loop if it terminated normally, meaning without an explicit break.
After a lot of thinking, I can finally come up with a case where this might be useful:
def commit_changes(directory):
for file in directory:
if file_is_modified(file):
break
else:
# No changes
return False
# Something has been changed
send_directory_to_server()
return True
Perhaps the best answer comes from the official Python tutorial:
break and continue Statements, and else Clauses on Loops:
Loop statements may have an else
clause; it is executed when the loop
terminates through exhaustion of the
list (with for) or when the condition
becomes false (with while), but not
when the loop is terminated by a break
statement
I was introduced to a wonderful idiom in which you can use a for/break/else scheme with an iterator to save both time and LOC. The example at hand was searching for the candidate for an incompletely qualified path. If you care to see the original context, please see the original question.
def match(path, actual):
path = path.strip('/').split('/')
actual = iter(actual.strip('/').split('/'))
for pathitem in path:
for item in actual:
if pathitem == item:
break
else:
return False
return True
What makes the use of for/else so great here is the elegance of avoiding juggling a confusing boolean around. Without else, but hoping to achieve the same amount of short-circuiting, it might be written like so:
def match(path, actual):
path = path.strip('/').split('/')
actual = iter(actual.strip('/').split('/'))
failed = True
for pathitem in path:
failed = True
for item in actual:
if pathitem == item:
failed = False
break
if failed:
break
return not failed
I think the use of else makes it more elegant and more obvious.
A use case of the else clause of loops is breaking out of nested loops:
while True:
for item in iterable:
if condition:
break
suite
else:
continue
break
It avoids repeating conditions:
while not condition:
for item in iterable:
if condition:
break
suite
Here you go:
a = ('y','a','y')
for x in a:
print x,
else:
print '!'
It's for the caboose.
edit:
# What happens if we add the ! to a list?
def side_effect(your_list):
your_list.extend('!')
for x in your_list:
print x,
claimant = ['A',' ','g','u','r','u']
side_effect(claimant)
print claimant[-1]
# oh no, claimant now ends with a '!'
edit:
a = (("this","is"),("a","contrived","example"),("of","the","caboose","idiom"))
for b in a:
for c in b:
print c,
if "is" == c:
break
else:
print

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