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MACHINE Sieve_VisB
// A version of the Sieve model with a simple VisB visualisation
DEFINITIONS
SET_PREF_MAXINT == 99;
SET_PREF_MININT == -1;
MINLIM == MAXINT-1;
GOAL == (cur=1 & numbers /= {});
VISB_SVG_FILE == "";
VISB_SVG_BOX == rec(height:220, width:220, viewBox:"0 0 220 220");
vsz == 20;
VISB_SVG_OBJECTS2 == {x,y•x:0..9 & y:0..9 | rec(`id`:("nr",x,y), svg_class:"text",
x:vsz+x*vsz, y:vsz+y*vsz, `font-size`:10,
text:x+y*10)};
VISB_SVG_OBJECTS1 == {x,y•x:0..9 & y:0..9 | rec(`id`:("rec",x,y), svg_class:"rect",
x:15+x*vsz, y:5+y*vsz,
stroke:"green", `stroke-width`:1.5,fill:"white",
width:vsz-1, height:vsz-1)};
VISB_SVG_UPDATES2 == {x,y•x:0..9 & y:0..9 | rec(`id`:("rec",x,y),
stroke:IF x+y*10=cur THEN "red"
ELSIF x+y*10:numbers THEN "green" ELSE "gray" END,
fill: IF x+y*10:numbers THEN "white" ELSE "gray" END)};
VARIABLES numbers,cur, limit
INVARIANT
numbers <: INTEGER & cur:NATURAL1 & limit:NATURAL1
INITIALISATION numbers := {} || cur := 1 || limit := 1
OPERATIONS
StartSieve(lim) = PRE cur=1 & lim>MINLIM & lim <= MAXINT THEN
numbers := 2..lim ||
cur := 2 ||
limit := lim
END;
prime <-- TreatNumber(cc) = PRE cc=cur & cur>1 & cur*cur<= limit THEN
IF cc:numbers THEN
numbers := numbers - ran(%n.(n:cur..limit/cur|cur*n))
/* numbers := numbers - ran(%n.(n:2..limit/cur|cur*n)) */
|| prime := TRUE
ELSE
prime := FALSE
END ||
cur := cur+1
END;
r <-- Finish = PRE cur*cur>limit THEN
cur := 1 || r := card(numbers)
END
END
......@@ -5,7 +5,7 @@ MACHINE SudokuEventUnicode
*/
DEFINITIONS
Sze == 3; Mx==(Sze*Sze);
DOM == 1..Mx; D1 == 1..(Mx-1); D2 == 2..Mx ;
DOM == 1..Mx;
RAN == (1..Mx);
SUBSQS == λi.(i∈1..Sze | ((i-1)*Sze+1)..i*Sze);
SUBSQ == ran(SUBSQS);
......@@ -45,7 +45,7 @@ DEFINITIONS
PossibleVals(cx,cy) == // locally possible values by examining all direct neighbouring conflict positions
DOM \ ran({x,y,r| x↦y ∈ conflict_pos(cx,cy) ∧ y∈dom(Board(x)) ∧ r=Board(x)(y)})
CONSTANTS
get_square /*@desc "Subsquare (1,2,3) for a coordinate 1..9" */,
get_square /*@desc "Subsquare 1..3 for a coordinate 1..9" */,
conflict_pos /*@desc "set of positions that are in conflict with a given position" */,
conflict_pos_sym /*@desc "symmetry-reduced version of conflict_pos" */,
PuzzleBoard /*@desc "Stored Puzzle" */
......@@ -71,8 +71,8 @@ PROPERTIES
ASSERTIONS
get_square ∈ DOM → 1..Sze;
get_square(1) = 1; get_square(3)=1; get_square(4)=2; get_square(9)=3;
{1}× D2 ⊆ conflict_pos(1,1);
D2×{1} ⊆ conflict_pos(1,1);
{1}× (2..Mx) ⊆ conflict_pos(1,1);
(2..Mx)×{1} ⊆ conflict_pos(1,1);
(1..Sze)×(1..Sze) ⊆ {(1,1)} ∪ conflict_pos(1,1)
VARIABLES
Board,
......@@ -86,11 +86,14 @@ INITIALISATION
curx, cury := 1,1
OPERATIONS
SetEmpty = BEGIN Board := λi.(i∈DOM|∅) END;
SetPuzzle = BEGIN Board := PuzzleBoard END;
SetCurPos(x,y) = // Change the current (cursor) position
SELECT x∈DOM ∧ y∈DOM THEN
curx, cury := x,y
END;
SetCurPosToDetPosition(dx,dy) = // Hint action∈ set the cursor to deterministic position
SELECT dx∈DOM ∧ dy∈DOM ∧
¬(dy∈dom(Board(dx))) ∧
......@@ -98,18 +101,22 @@ OPERATIONS
THEN
curx, cury := dx,dy // Change current position
END;
SetBoard(val) = // Set the value of the board at the current position
SELECT val∈RAN ∧ cury ∉ dom(PuzzleBoard(curx)) THEN
Board(curx)(cury) := val
END;
ClearCurPos = // Clear the value at the current position
SELECT cury ∉ dom(PuzzleBoard(curx)) THEN
Board(curx) := {cury} ⩤ Board(curx)
END;
res <-- GetPossibleVals = // get possible values for the current position
BEGIN
res := PossibleVals(curx,cury)
END;
Solve(SBoard) = // Solve the board
SELECT
SBoard ∈ DOM → (DOM → RAN) /*@desc "The solution SBoard must be complete" */ ∧
......