Galton box animation: Difference between revisions

From Rosetta Code
Content added Content deleted
m (provided a URL to a bell curve.)
m (→‎gui: IupCloseOnEscape no longer needed)
Line 2,878: Line 2,878:
dlg = IupDialog(canvas)
dlg = IupDialog(canvas)
IupSetAttribute(dlg, "TITLE", TITLE)
IupSetAttribute(dlg, "TITLE", TITLE)
IupCloseOnEscape(dlg)
IupShow(dlg)
IupShow(dlg)
IupSetAttribute(canvas, "RASTERSIZE", NULL)
IupSetAttribute(canvas, "RASTERSIZE", NULL)

Revision as of 21:21, 25 January 2021

Task
Galton box animation
You are encouraged to solve this task according to the task description, using any language you may know.
Example of a Galton Box at the end of animation.


A   Galton device   Sir Francis Galton's device   is also known as a   bean machine,   a   Galton Board,   or a   quincunx.


Description of operation

In a Galton box, there are a set of pins arranged in a triangular pattern.   A number of balls are dropped so that they fall in line with the top pin, deflecting to the left or the right of the pin.   The ball continues to fall to the left or right of lower pins before arriving at one of the collection points between and to the sides of the bottom row of pins.

Eventually the balls are collected into bins at the bottom   (as shown in the image),   the ball column heights in the bins approximate a   bell curve.   Overlaying   Pascal's triangle   onto the pins shows the number of different paths that can be taken to get to each bin.


Task

Generate an animated simulation of a Galton device.


Task requirements
  •   The box should have at least 5 pins on the bottom row.
  •   A solution can use graphics or ASCII animation.
  •   Provide a sample of the output/display such as a screenshot.
  •   There can be one or more balls in flight at the same time.
  •   If multiple balls are in flight, ensure they don't interfere with each other.
  •   A solution should allow users to specify the number of balls, or it should run until full or a preset limit.
  •   Optionally,   display the number of balls.



AutoHotkey

Uses an edit box for the (text based) animation <lang AutoHotkey>AutoTrim Off

User settings

bottompegs := 6 SleepTime  := 200 fallspace  := 30

create the board

out := (pad2 := Space(bottompegs*2+1)) "`n" Loop % bottompegs { out .= Space(bottompegs-A_Index+1) Loop % A_Index out .= "* " out .= Space(bottompegs-A_Index+1) . "`n" } StringTrimRight, strboard, out, 1 ; remove last newline Loop % fallspace-1 strboard .= "`n" . pad2 strboard .= "`n" Loop % bottompegs*2+1 strboard .= "="

Create Gui

Gui Font, , Consolas Gui -Caption Gui Margin, 0, 0 Gui, Add, edit, -VScroll vE, % strboard Gui Show Loop { ballX := bottompegs+1, BallY := 1 strboard := ChangeChar(strboard, BallX, ballY, "O") GuiControl,, E, % strboard sleep SleepTime ; Make ball fall and bounce Loop % bottompegs { strboard := ChangeChar(strboard, BallX, BallY, " ") ballY += 1 ballX += RandAdd() ; MsgBox % ballX ", " ballY GuiControl,, E, % strboard := ChangeChar(strboard, ballX, ballY, "O") sleep SleepTime } ; now fall to the bottom While GetChar(strboard, BallX, BallY+1) = A_Space { strboard := ChangeChar(strboard, BallX, BallY, " ") BallY += 1 strboard := ChangeChar(strboard, BallX, BallY, "O") GuiControl,, E, % strboard sleep SleepTime } } ~Esc:: GuiClose: ExitApp

Space(n){ If n return " " Space(n-1) return "" } RandAdd(){ Random, n, 3, 4 return (n=3 ? -1 : 1) }

GetChar(s, x, y){ Loop Parse, s, `n if (A_Index = y) return SubStr(A_LoopField, x, 1) } ChangeChar(s, x, y, c){ Loop Parse, s, `n { If (A_Index = y) { Loop Parse, A_LoopField If (A_Index = x) out .= c else out .= A_LoopField } else out .= A_LoopField out .= "`n" } StringTrimRight, out, out, 1 ; removes the last newline return out }</lang>While the number of pegs, and falling space are configurable, here's output shortly after starting one configuration:

            
      *       
     * *O     
    * * *     
   * * * *    
  * * * * *   
 * * * * * *  
             
             
    O        
  O O        
  O O O O    
O O O O O    
=============

BASIC256

Galton box animation created with BASIC-256

<lang basic256>graphsize 150,125 fastgraphics color black rect 0,0,graphwidth,graphheight refresh

N = 10 # number of balls M = 5 # number of pins in last row dim ball(N,5) # (pos_x to center, level, x, y, direction} dim cnt(M+1)

rad = 6 slow = 0.3 diamond = {0,rad,rad,0,0,-rad,-rad,0} stepx = {rad/sqr(2),rad/2,rad/2,(1-1/sqr(2))*rad,0} stepy = {(1-1/sqr(2))*rad,rad/2,rad/2,rad/sqr(2),rad} CX = graphwidth/2 : CY = graphheight/2 iters = 0

  1. Draw pins

for i = 1 to M y = 3*rad*i for j = 1 to i dx = (j-i\2-1)*4*rad + ((i-1)%2)*2*rad color purple stamp CX+dx,y,1.0,diamond color darkpurple stamp CX+dx,y,0.6,diamond next j next i gosub saverefresh

R = 0 : C = 0 font "Tahoma",10,50 do # Release ball if R<N then R = R + 1 ball[R-1,2] = CX : ball[R-1,3] = rad*(1-stepx[?]) : ball[R-1,4] = 0 # How many balls are released color black text 5,5,(R-1)+" balls" color green text 5,5,(R)+" balls" end if # Animate balls on this step for it = 0 to stepx[?]-1 for b = 0 to R-1 gosub moveball next b gosub saverefresh pause slow/stepx[?] next it # Where to go on the next step? for b = 0 to R-1 ball[b,1] = ball[b,1] + 1 if ball[b,1]<=M then if rand>=0.5 then ball[b,4] = 1 else ball[b,4] = -1 end if ball[b,0] = ball[b,0] + ball[b,4] else if ball[b,4]<>0 then gosub eraseball i = (ball[b,0]+M)/2 cnt[i] = cnt[i] + 1 ball[b,4] = 0 C = C + 1 end if end if next b # Draw counter color green y = 3*rad*(M+1) for j = 0 to M dx = (j-(M+1)\2)*4*rad + (M%2)*2*rad stamp CX+dx,y,{-1.2*rad,0,1.2*rad,0,1.2*rad,2*cnt[j],-1.2*rad,2*cnt[j]} next j gosub saverefresh until C >= N end

moveball: if ball[b,1]>M then return gosub eraseball if ball[b,4]<>0.0 then ball[b,2] = ball[b,2]+ball[b,4]*stepx[it] ball[b,3] = ball[b,3]+stepy[it] else ball[b,3] = ball[b,3]+rad end if gosub drawball

drawball: color darkgreen circle ball[b,2],ball[b,3],rad-1 color green circle ball[b,2],ball[b,3],rad-2 return

eraseball: color black circle ball[b,2],ball[b,3],rad-1 return

saverefresh: num$ = string(iters) for k = 1 to 4-length(num$) num$ = "0"+num$ next k imgsave num$+"-Galton_box_BASIC-256.png", "PNG" iters = iters + 1 refresh return</lang>

BBC BASIC

<lang bbcbasic> maxBalls% = 10

     DIM ballX%(maxBalls%), ballY%(maxBalls%)
     
     VDU 23,22,180;400;8,16,16,128
     ORIGIN 180,0
     OFF
     
     REM Draw the pins:
     GCOL 9
     FOR row% = 1 TO 7
       FOR col% = 1 TO row%
         CIRCLE FILL 40*col% - 20*row% - 20, 800 - 40*row%, 12
       NEXT
     NEXT row%
     
     REM Animate
     last% = 0
     tick% = 0
     GCOL 3,3
     REPEAT
       IF RND(10) = 5 IF (tick% - last%) > 10 THEN
         FOR ball% = 1 TO maxBalls%
           IF ballY%(ball%) = 0 THEN
             ballX%(ball%) = 0
             ballY%(ball%) = 800
             last% = tick%
             EXIT FOR
           ENDIF
         NEXT
       ENDIF
       FOR ball% = 1 TO maxBalls%
         IF ballY%(ball%) CIRCLE FILL ballX%(ball%), ballY%(ball%), 12
         IF POINT(ballX%(ball%),ballY%(ball%)-10) = 12 OR ballY%(ball%) < 12 THEN
           IF ballY%(ball%) > 500 END
           ballY%(ball%) = 0
         ENDIF
       NEXT
       WAIT 2
       FOR ball% = 1 TO maxBalls%
         IF ballY%(ball%) THEN
           CIRCLE FILL ballX%(ball%), ballY%(ball%), 12
           ballY%(ball%) -= 4
           IF POINT(ballX%(ball%),ballY%(ball%)-10) = 9 THEN
             ballX%(ball%) += 40 * (RND(2) - 1.5)
           ENDIF
         ENDIF
       NEXT
       tick% += 1
     UNTIL FALSE</lang>

C

<lang c>#include <stdio.h>

  1. include <stdlib.h>
  2. include <string.h>
  1. define BALLS 1024

int n, w, h = 45, *x, *y, cnt = 0; char *b;

  1. define B(y, x) b[(y)*w + x]
  2. define C(y, x) ' ' == b[(y)*w + x]
  3. define V(i) B(y[i], x[i])

inline int rnd(int a) { return (rand()/(RAND_MAX/a))%a; }

void show_board() { int i, j; for (puts("\033[H"), i = 0; i < h; i++, putchar('\n')) for (j = 0; j < w; j++, putchar(' ')) printf(B(i, j) == '*' ? C(i - 1, j) ? "\033[32m%c\033[m" : "\033[31m%c\033[m" : "%c", B(i, j)); }

void init() { int i, j; puts("\033[H\033[J"); b = malloc(w * h); memset(b, ' ', w * h);

x = malloc(sizeof(int) * BALLS * 2); y = x + BALLS;

for (i = 0; i < n; i++) for (j = -i; j <= i; j += 2) B(2 * i+2, j + w/2) = '*'; srand(time(0)); }

void move(int idx) { int xx = x[idx], yy = y[idx], c, kill = 0, sl = 3, o = 0;

if (yy < 0) return; if (yy == h - 1) { y[idx] = -1; return; }

switch(c = B(yy + 1, xx)) { case ' ': yy++; break; case '*': sl = 1; default: if (xx < w - 1 && C(yy, xx + 1) && C(yy + 1, xx + 1)) if (!rnd(sl++)) o = 1; if (xx && C(yy, xx - 1) && C(yy + 1, xx - 1)) if (!rnd(sl++)) o = -1; if (!o) kill = 1; xx += o; }

c = V(idx); V(idx) = ' '; idx[y] = yy, idx[x] = xx; B(yy, xx) = c; if (kill) idx[y] = -1; }

int run(void) { static int step = 0; int i; for (i = 0; i < cnt; i++) move(i); if (2 == ++step && cnt < BALLS) { step = 0; x[cnt] = w/2; y[cnt] = 0; if (V(cnt) != ' ') return 0; V(cnt) = rnd(80) + 43; cnt++; } return 1; }

int main(int c, char **v) { if (c < 2 || (n = atoi(v[1])) <= 3) n = 5; if (n >= 20) n = 20; w = n * 2 + 1; init();

do { show_board(), usleep(60000); } while (run());

return 0; }</lang>

Sample out put at begining of a run:

          *

        *   *

      *   *   *

    *   *   *   *

  *   *   *   *   *

C++

Windows GDI version. <lang cpp>

  1. include "stdafx.h"
  2. include <windows.h>
  3. include <stdlib.h>

const int BMP_WID = 410, BMP_HEI = 230, MAX_BALLS = 120;

class myBitmap { public:

   myBitmap() : pen( NULL ), brush( NULL ), clr( 0 ), wid( 1 ) {}
   ~myBitmap() {
       DeleteObject( pen ); DeleteObject( brush );
       DeleteDC( hdc ); DeleteObject( bmp );
   }
   bool create( int w, int h ) {
       BITMAPINFO bi;
       ZeroMemory( &bi, sizeof( bi ) );
       bi.bmiHeader.biSize        = sizeof( bi.bmiHeader );
       bi.bmiHeader.biBitCount    = sizeof( DWORD ) * 8;
       bi.bmiHeader.biCompression = BI_RGB;
       bi.bmiHeader.biPlanes      = 1;
       bi.bmiHeader.biWidth       =  w;
       bi.bmiHeader.biHeight      = -h;
       HDC dc = GetDC( GetConsoleWindow() );
       bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 );
       if( !bmp ) return false;
       hdc = CreateCompatibleDC( dc );
       SelectObject( hdc, bmp );
       ReleaseDC( GetConsoleWindow(), dc );
       width = w; height = h;
       return true;
   }
   void clear( BYTE clr = 0 ) {
       memset( pBits, clr, width * height * sizeof( DWORD ) );
   }
   void setBrushColor( DWORD bClr ) {
       if( brush ) DeleteObject( brush );
       brush = CreateSolidBrush( bClr );
       SelectObject( hdc, brush );
   }
   void setPenColor( DWORD c ) {
       clr = c; createPen();
   }
   void setPenWidth( int w ) {
       wid = w; createPen();
   }
   HDC getDC() const     { return hdc; }
   int getWidth() const  { return width; }
   int getHeight() const { return height; }

private:

   void createPen() {
       if( pen ) DeleteObject( pen );
       pen = CreatePen( PS_SOLID, wid, clr );
       SelectObject( hdc, pen );
   }
   HBITMAP bmp;
   HDC     hdc;
   HPEN    pen;
   HBRUSH  brush;
   void    *pBits;
   int     width, height, wid;
   DWORD   clr;

}; class point { public:

   int x; float y;
   void set( int a, float b ) { x = a; y = b; }

}; typedef struct {

   point position, offset;
   bool alive, start;

}ball; class galton { public :

   galton() {
       bmp.create( BMP_WID, BMP_HEI );
       initialize();
   }
   void setHWND( HWND hwnd ) { _hwnd = hwnd; }
   void simulate() {
       draw(); update(); Sleep( 1 );
   }

private:

   void draw() {
       bmp.clear();
       bmp.setPenColor( RGB( 0, 255, 0 ) );
       bmp.setBrushColor( RGB( 0, 255, 0 ) );
       int xx, yy;
       for( int y = 3; y < 14; y++ ) {
           yy = 10 * y;
           for( int x = 0; x < 41; x++ ) {
               xx = 10 * x;
               if( pins[y][x] )
                   Rectangle( bmp.getDC(), xx - 3, yy - 3, xx + 3, yy + 3 );
           }
       }
       bmp.setPenColor( RGB( 255, 0, 0 ) );
       bmp.setBrushColor( RGB( 255, 0, 0 ) );
       ball* b; 
       for( int x = 0; x < MAX_BALLS; x++ ) {
           b = &balls[x];
           if( b->alive )
               Rectangle( bmp.getDC(), static_cast<int>( b->position.x - 3 ), static_cast<int>( b->position.y - 3 ), 
                                       static_cast<int>( b->position.x + 3 ), static_cast<int>( b->position.y + 3 ) );
       }
       for( int x = 0; x < 70; x++ ) {
           if( cols[x] > 0 ) {
               xx = 10 * x;
               Rectangle( bmp.getDC(), xx - 3, 160, xx + 3, 160 + cols[x] );
           }
       }
       HDC dc = GetDC( _hwnd );
       BitBlt( dc, 0, 0, BMP_WID, BMP_HEI, bmp.getDC(), 0, 0, SRCCOPY );
       ReleaseDC( _hwnd, dc );
   }
   void update() {
       ball* b;
       for( int x = 0; x < MAX_BALLS; x++ ) {
           b = &balls[x];
           if( b->alive ) {
               b->position.x += b->offset.x; b->position.y += b->offset.y;
               if( x < MAX_BALLS - 1 && !b->start && b->position.y > 50.0f ) {
                   b->start = true;
                   balls[x + 1].alive = true;
               }
               int c = ( int )b->position.x, d = ( int )b->position.y + 6;
               if( d > 10 || d < 41 ) {
                   if( pins[d / 10][c / 10] ) {
                       if( rand() % 30 < 15 ) b->position.x -= 10;
                       else b->position.x += 10;
                   }
               }
               if( b->position.y > 160 ) {
                   b->alive = false;
                   cols[c / 10] += 1;
               }
           }
       }
   }
   void initialize() {
       for( int x = 0; x < MAX_BALLS; x++ ) {
           balls[x].position.set( 200, -10 );
           balls[x].offset.set( 0, 0.5f );
           balls[x].alive = balls[x].start = false;
       }
       balls[0].alive = true;
       for( int x = 0; x < 70; x++ )
           cols[x] = 0;
       for( int y = 0; y < 70; y++ )
           for( int x = 0; x < 41; x++ )
               pins[x][y] = false;
       int p;
       for( int y = 0; y < 11; y++ ) {
           p = ( 41 / 2 ) - y;
           for( int z = 0; z < y + 1; z++ ) {
               pins[3 + y][p] = true;
               p += 2;
           }
       }
   }
   myBitmap bmp;
   HWND _hwnd;
   bool pins[70][40];
   ball balls[MAX_BALLS];
   int cols[70];

}; class wnd { public:

   int wnd::Run( HINSTANCE hInst ) {
       _hInst = hInst;
       _hwnd = InitAll();
       _gtn.setHWND( _hwnd );
       ShowWindow( _hwnd, SW_SHOW );
       UpdateWindow( _hwnd );
       MSG msg;
       ZeroMemory( &msg, sizeof( msg ) );
       while( msg.message != WM_QUIT ) {
           if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) != 0 ) {
               TranslateMessage( &msg );
               DispatchMessage( &msg );
           } else _gtn.simulate();
       }
       return UnregisterClass( "_GALTON_", _hInst );
   }

private:

   static int WINAPI wnd::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) {
       switch( msg ) {
           case WM_DESTROY: PostQuitMessage( 0 ); break;
           default:
               return static_cast<int>( DefWindowProc( hWnd, msg, wParam, lParam ) );
       }
       return 0;
   }
   HWND InitAll() {
       WNDCLASSEX wcex;
       ZeroMemory( &wcex, sizeof( wcex ) );
       wcex.cbSize           = sizeof( WNDCLASSEX );
       wcex.style           = CS_HREDRAW | CS_VREDRAW;
       wcex.lpfnWndProc   = ( WNDPROC )WndProc;
       wcex.hInstance     = _hInst;
       wcex.hCursor       = LoadCursor( NULL, IDC_ARROW );
       wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
       wcex.lpszClassName = "_GALTON_";
       RegisterClassEx( &wcex );
       RECT rc;
       SetRect( &rc, 0, 0, BMP_WID, BMP_HEI );
       AdjustWindowRect( &rc, WS_CAPTION, FALSE );
       return CreateWindow( "_GALTON_", ".: Galton Box -- PJorente :.", WS_SYSMENU, CW_USEDEFAULT, 0, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, _hInst, NULL );
   }
   HINSTANCE _hInst;
   HWND      _hwnd;
   galton    _gtn;

}; int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) {

   srand( GetTickCount() );
   wnd myWnd; 
   return myWnd.Run( hInstance );

} </lang>

D

To keep the code simpler some corner cases are ignored. <lang d>import std.stdio, std.algorithm, std.random, std.array;

enum int boxW = 41, boxH = 37; // Galton box width and height. enum int pinsBaseW = 19; // Pins triangle base size. enum int nMaxBalls = 55; // Number of balls.

static assert(boxW >= 2 && boxH >= 2); static assert((boxW - 4) >= (pinsBaseW * 2 - 1)); static assert((boxH - 3) >= pinsBaseW); enum centerH = pinsBaseW + (boxW - (pinsBaseW * 2 - 1)) / 2 - 1;

enum Cell : char { empty = ' ',

                  ball   = 'o',
                  wall   = '|',
                  corner = '+',
                  floor  = '-',
                  pin    = '.' }

Cell[boxW][boxH] box; // Galton box. Will be printed upside-down.

struct Ball {

   int x, y; // Position.
   this(in int x_, in int y_) nothrow @safe @nogc
   in {
       assert(box[y_][x_] == Cell.empty);
   } body {
       this.x = x_;
       this.y = y_;
       box[y][x] = Cell.ball;
   }
   nothrow const @safe @nogc invariant {
       assert(x >= 0 && x < boxW && y >= 0 && y < boxH);
       assert(box[y][x] == Cell.ball);
   }
   void doStep() {
       if (y <= 0)
           return; // Reached the bottom of the box.
       final switch (box[y - 1][x]) with (Cell) {
           case empty:
               box[y][x] = Cell.empty;
               y--;
               box[y][x] = Cell.ball;
               break;
           case ball, wall, corner, floor:
               // It's frozen. (It always piles on other balls).
               break;
           case pin:
               box[y][x] = Cell.empty;
               y--;
               if (box[y][x - 1] == Cell.empty && box[y][x + 1] == Cell.empty) {
                   x += uniform(0, 2) * 2 - 1;
                   box[y][x] = Cell.ball;
                   return;
               } else if (box[y][x - 1] == Cell.empty) {
                   x++;
               } else {
                   x--;
               }
               box[y][x] = Cell.ball;
               break;
       }
   }

}

void initializeBox() {

   // Set ceiling and floor:
   box[0][] = Cell.corner ~ [Cell.floor].replicate(boxW - 2) ~ Cell.corner;
   box[$ - 1][] = box[0][];
   // Set walls:
   foreach (immutable r; 1 .. boxH - 1)
       box[r][0] = box[r][$ - 1] = Cell.wall;
   // Set pins:
   foreach (immutable nPins; 1 .. pinsBaseW + 1)
       foreach (pin; 0 .. nPins)
           box[boxH - 2 - nPins][centerH + 1 - nPins + pin * 2] = Cell.pin;

}

void drawBox() {

   foreach_reverse (const ref row; box)
       writefln("%(%c%)", row);

}

void main() {

   initializeBox;
   Ball[] balls;
   foreach (const i; 0 .. nMaxBalls + boxH) {
       writefln("\nStep %d:", i);
       if (i < nMaxBalls)
           balls ~= Ball(centerH, boxH - 2); // Add ball.
       drawBox;
       // Next step for the simulation.
       // Frozen balls are kept in balls array for simplicity.
       foreach (ref b; balls)
           b.doStep;
   }

}</lang>

Output:
Step 0:
+---------------------------------------+
|                   o                   |
|                   .                   |
|                  . .                  |
|                 . . .                 |
|                . . . .                |
|               . . . . .               |
|              . . . . . .              |
|             . . . . . . .             |
|            . . . . . . . .            |
|           . . . . . . . . .           |
|          . . . . . . . . . .          |
|         . . . . . . . . . . .         |
|        . . . . . . . . . . . .        |
|       . . . . . . . . . . . . .       |
|      . . . . . . . . . . . . . .      |
|     . . . . . . . . . . . . . . .     |
|    . . . . . . . . . . . . . . . .    |
|   . . . . . . . . . . . . . . . . .   |
|  . . . . . . . . . . . . . . . . . .  |
| . . . . . . . . . . . . . . . . . . . |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
|                                       |
+---------------------------------------+

...

Step 39:
+---------------------------------------+
|                   o                   |
|                  o.                   |
|                  . .o                 |
|                 . .o.                 |
|                .o. . .                |
|               .o. . . .               |
|              . . .o. . .              |
|             . . .o. . . .             |
|            . . .o. . . . .            |
|           . . . .o. . . . .           |
|          . . . . . .o. . . .          |
|         . . . . . .o. . . . .         |
|        . . . .o. . . . . . . .        |
|       . . . . . .o. . . . . . .       |
|      . . . . . . .o. . . . . . .      |
|     . . . . . .o. . . . . . . . .     |
|    . . . .o. . . . . . . . . . . .    |
|   . . . . . . . . .o. . . . . . . .   |
|  . . . . . .o. . . . . . . . . . . .  |
| . . . . . . . .o. . . . . . . . . . . |
|                      o                |
|                  o                    |
|                  o                    |
|                    o                  |
|                o                      |
|                  o                    |
|                  o                    |
|            o                          |
|                    o                  |
|                    o                  |
|                    o                  |
|              o         o              |
|              o                        |
|              o o o                    |
|              o o     o                |
+---------------------------------------+

...

Step 91:
+---------------------------------------+
|                                       |
|                   .                   |
|                  . .                  |
|                 . . .                 |
|                . . . .                |
|               . . . . .               |
|              . . . . . .              |
|             . . . . . . .             |
|            . . . . . . . .            |
|           . . . . . . . . .           |
|          . . . . . . . . . .          |
|         . . . . . . . . . . .         |
|        . . . . . . . . . . . .        |
|       . . . . . . . . . . . . .       |
|      . . . . . . . . . . . . . .      |
|     . . . . . . . . . . . . . . .     |
|    . . . . . . . . . . . . . . . .    |
|   . . . . . . . . . . . . . . . . .   |
|  . . . . . . . . . . . . . . . . . .  |
| . . . . . . . . . . . . . . . . . . . |
|                                       |
|                                       |
|                o                      |
|                o   o                  |
|                o   o                  |
|                o   o                  |
|                o   o                  |
|                o   o                  |
|                o   o   o              |
|                o o o   o              |
|                o o o   o              |
|              o o o o   o              |
|              o o o o o o o            |
|          o o o o o o o o o o          |
|      o   o o o o o o o o o o          |
+---------------------------------------+

Elm

<lang elm>import Html.App exposing (program) import Time exposing (Time, every, millisecond) import Color exposing (Color, black, red, blue, green) import Collage exposing (collage) import Collage exposing (collage,polygon, filled, move, Form, circle) import Element exposing (toHtml) import Html exposing (Attribute, Html, text, div, input, button) import Html.Attributes as A exposing (type', min, placeholder, value, style, disabled) import Html.Events exposing (onInput, targetValue, onClick) import Dict exposing (Dict, get, insert) import String exposing (toInt) import Result exposing (withDefault) import Random.Pcg as Random exposing (Seed, bool, initialSeed, independentSeed, step, map)

width = 500 height = 600 hscale = 10.0 vscale = hscale * 2 margin = 30 levelCount = 12 radius = hscale/ 2.0

type State = InBox Int Int Seed | Falling Int Float Float Float | Landed Int Float

type Coin = Coin State Color

colorCycle : Int -> Color colorCycle i =

 case i % 3 of
   0 -> red
   1 -> blue
   _ -> green

initCoin : Int -> Seed -> Coin initCoin indx seed = Coin (InBox 0 0 seed) (colorCycle indx)

drawCoin : Coin -> Form drawCoin (Coin state color) =

 let dropLevel = toFloat (height//2 - margin)
     (level, shift, distance) = 
       case state of
         InBox level shift seed -> (level, shift, 0)
         Falling shift distance _ _-> (levelCount, shift, distance)
         Landed shift distance -> (levelCount, shift, distance)
     position = 
       (             hscale * toFloat shift
       , dropLevel - vscale * (toFloat level) - distance + radius / 2.0)
 in radius |> circle |> filled color |> move position 

drawGaltonBox : List Form drawGaltonBox =

 let levels = [0..levelCount-1]

     -- doubles :
     -- [0,2,4,6,8...]
     doubles = List.map (\n -> 2 * n) levels
     -- sequences :
     -- [[0], [0,2], [0,2,4], [0,2,4,6], [0,2,4,6,8],...]
     sequences = case List.tail (List.scanl (::) [] (doubles)) of
       Nothing -> []
       Just ls -> ls
     -- galtonCoords :
     -- [                            (0,0), 
     --                       (-1,1),      (1,1), 
     --                (-2,2),       (0,2),      (2,2), 
     --         (-3,3),       (-1,3),      (1,3),      (3,3), 
     --  (-4,4),       (-2,4),       (0,4),      (2,4),      (4,4), ...]
     galtonCoords = 
       List.map2 
         (\ls level -> List.map (\n -> (n - level, level)) ls) 
         sequences 
         levels
       |> List.concat
     peg = polygon [(0,0), (-4, -8), (4, -8)] |> filled black 
     apex = toFloat (height//2 - margin)
 in List.map (\(x,y) -> move (hscale*toFloat x,  apex - vscale*toFloat y) peg) galtonCoords

coinsInBin : Int -> Dict Int Int -> Int coinsInBin binNumber bins =

 case get binNumber bins of
   Nothing -> 0
   Just n -> n

addToBins : Int -> Dict Int Int -> Dict Int Int addToBins binNumber bins =

 insert binNumber (coinsInBin binNumber bins + 1) bins

updateCoin : (Coin, Dict Int Int) -> (Coin, Dict Int Int) updateCoin (Coin state color as coin, bins) =

 case state of
   InBox level shift seed ->
     let deltaShift = map (\b -> if b then 1 else -1) bool
         (delta, newSeed) = step deltaShift seed
         newShift = shift+delta
         newLevel = (level)+1
     in if (newLevel < levelCount) then
          (Coin (InBox newLevel newShift newSeed) color, bins)
        else -- transition to falling
          let maxDrop = toFloat (height - 2 * margin) - toFloat (levelCount) * vscale
              floor = maxDrop - toFloat (coinsInBin newShift bins) * (radius*2 + 1)
          in (Coin (Falling newShift -((vscale)/2.0) 10 floor) color, addToBins newShift bins)
   Falling shift distance velocity floor -> 
     let newDistance = distance + velocity
     in if (newDistance < floor) then
          (Coin (Falling shift newDistance (velocity + 1) floor) color, bins)
        else -- transtion to landed
          (Coin (Landed shift floor) color, bins)
   Landed _ _ -> (coin, bins) -- unchanged

type alias Model =

 { coins : List Coin
 , bins : Dict Int Int
 , count : Int
 , started : Bool
 , seedInitialized : Bool
 , seed : Seed
 }

init : (Model, Cmd Msg) init =

 ( { coins = []
   , bins = Dict.empty
   , count = 0
   , started = False
   , seedInitialized = False
   , seed = initialSeed 45 -- This will not get used.  Actual seed used is time dependent and set when the first coin drops.
   }, Cmd.none)

type Msg = Drop Time | Tick Time | SetCount String | Go

update : Msg -> Model -> (Model, Cmd Msg) update action model =

 case action of
   Go ->
     ({model | started = model.count > 0}, Cmd.none)
   SetCount countString -> 
     ({ model | count = toInt countString |> withDefault 0 }, Cmd.none)
   Drop t -> 
     if (model.started && model.count > 0) then
         let newcount = model.count - 1
             seed' =  if model.seedInitialized then model.seed else initialSeed (truncate t)
             (seed, coinSeed) = step independentSeed seed'
         in ({ model  
             | coins = initCoin (truncate t) coinSeed :: model.coins
             , count = newcount
             , started = newcount > 0
             , seedInitialized = True
             , seed = seed}, Cmd.none)
     else
        (model, Cmd.none)
   Tick _ -> 
     -- foldr to execute update, append to coins, replace bins
     let (updatedCoins, updatedBins) =
       List.foldr (\coin (coinList, bins) -> 
                      let (updatedCoin, updatedBins) = updateCoin (coin, bins) 
                      in (updatedCoin :: coinList, updatedBins))
                  ([], model.bins)
                  model.coins
     in ({ model | coins = updatedCoins, bins = updatedBins}, Cmd.none)

view : Model -> Html Msg view model =

 div []
   [ input
       [ placeholder "How many?"
       , let showString = if model.count > 0 then model.count |> toString else ""
         in value showString
       , onInput SetCount
       , disabled model.started
       , style [ ("height", "20px") ]
       , type' "number"
       , A.min "1"
       ]
       []
    , button
       [ onClick Go 
       , disabled model.started
       , style [ ("height", "20px") ]
       ]
       [ Html.text "GO!" ]
    , let coinForms = (List.map (drawCoin) model.coins)
      in collage width height (coinForms ++ drawGaltonBox) |> toHtml
   ]

subscriptions model =

   Sub.batch
       [ every (40*millisecond) Tick
       , every (200*millisecond) Drop
       ]

main =

 program 
     { init = init
     , view = view
     , update = update
     , subscriptions = subscriptions
     }</lang>

Link to live demo: http://dc25.github.io/galtonBoxAnimationElm/ . Follow the link, enter a number and press the GO button.

Factor

Works with: Factor version 0.99 development release 2019-03-17

<lang factor>USING: accessors arrays calendar colors combinators combinators.short-circuit fonts fry generalizations kernel literals locals math math.ranges math.vectors namespaces opengl random sequences timers ui ui.commands ui.gadgets ui.gadgets.worlds ui.gestures ui.pens.solid ui.render ui.text ; IN: rosetta-code.galton-box-animation

CONSTANT: pegs $[ 20 300 40 <range> ] CONSTANT: speed 90 CONSTANT: balls 140 CONSTANT: peg-color T{ rgba f 0.60 0.4 0.60 1.0 } CONSTANT: ball-color T{ rgba f 0.80 1.0 0.20 1.0 } CONSTANT: slot-color T{ rgba f 0.00 0.2 0.40 1.0 } CONSTANT: bg-color T{ rgba f 0.02 0.0 0.02 1.0 }

CONSTANT: font $[

   monospace-font
   t >>bold?
   T{ rgba f 0.80 1.0 0.20 1.0 } >>foreground
   T{ rgba f 0.02 0.0 0.02 1.0 } >>background

]

TUPLE: galton < gadget balls { frame initial: 1 } ;

DEFER: on-tick

<galton-gadget> ( -- gadget )
   galton new bg-color <solid> >>interior V{ } clone >>balls
   dup [ on-tick ] curry f speed milliseconds <timer>
   start-timer ;
add-ball ( gadget -- )
   dup frame>> balls <
   [ { 250 -20 } swap balls>> [ push ] keep ] when drop ;
draw-msg ( -- )
   { 10 10 }
   [ font "Press <space> for new animation" draw-text ]
   with-translation ;
draw-slots ( -- )
   slot-color gl-color { 70 350 } { 70 871 }
   10 [ 2dup gl-line [ { 40 0 } v+ ] bi@ ] times 2drop
   { 70 871 } { 430 871 } gl-line ;
diamond-side ( loc1 loc2 loc3 -- )
   [ v+ dup ] [ v+ gl-line ] bi* ;
draw-diamond ( loc color -- )
   gl-color {
       [ { 0 -10 } { 10 10 } ]
       [ { 10 0 } { -10 10 } ]
       [ { 0 10 } { -10 -10 } ]
       [ { -10 0 } { 10 -10 } ]
   } [ diamond-side ] map-compose cleave ;
draw-peg-row ( loc n -- )
   <iota> [ 40 * 0 2array v+ peg-color draw-diamond ] with
   each ;
draw-peg-triangle ( -- )
   { 250 40 } 1
   8 [ 2dup draw-peg-row [ { -20 40 } v+ ] dip 1 + ] times
   2drop ;
draw-balls ( gadget -- )
   balls>> [ ball-color draw-diamond ] each ;
rand-side ( loc -- loc' ) { { 20 20 } { -20 20 } } random v+ ;
collide? ( GADGET BALL -- ? )
   BALL second :> y
   BALL { 0 20 } v+ :> tentative
   { [ y 860 = ] [ tentative GADGET balls>> member? ] } 0|| ;
update-ball ( GADGET BALL -- BALL' )
   {
       { [ BALL second pegs member? ] [ BALL rand-side ] }
       { [ GADGET BALL collide? ] [ BALL ] }
       [ BALL { 0 20 } v+ ]
   } cond ;
update-balls ( gadget -- )
   dup '[ [ _ swap update-ball ] map ] change-balls drop ;
on-tick ( gadget -- )
   {
       [ dup frame>> odd? [ add-ball ] [ drop ] if ]
       [ relayout-1 ] [ update-balls ]
       [ [ 1 + ] change-frame drop ]
   } cleave ;

M: galton pref-dim* drop { 500 900 } ;

M: galton draw-gadget*

   draw-peg-triangle draw-msg draw-slots draw-balls ;
com-new ( gadget -- ) V{ } clone >>balls 1 >>frame drop ;

galton "gestures" f {

   { T{ key-down { sym " " } } com-new }

} define-command-map

MAIN-WINDOW: galton-box-animation

   {
       { title "Galton Box Animation" }
       { window-controls 
           { normal-title-bar close-button minimize-button } }
   } <galton-gadget> >>gadgets ;</lang>
Output:

Image taken from the program mid-animation: [1]

Go

Translation of: D

<lang go>package main

import (

   "fmt"
   "math/rand"
   "time"

)

const boxW = 41 // Galton box width const boxH = 37 // Galton box height. const pinsBaseW = 19 // Pins triangle base. const nMaxBalls = 55 // Number of balls.

const centerH = pinsBaseW + (boxW-pinsBaseW*2+1)/2 - 1

const (

   empty  = ' '
   ball   = 'o'
   wall   = '|'
   corner = '+'
   floor  = '-'
   pin    = '.'

)

type Ball struct{ x, y int }

func newBall(x, y int) *Ball {

   if box[y][x] != empty {
       panic("Tried to create a new ball in a non-empty cell. Program terminated.")
   }
   b := Ball{x, y}
   box[y][x] = ball
   return &b

}

func (b *Ball) doStep() {

   if b.y <= 0 {
       return // Reached the bottom of the box.
   }
   cell := box[b.y-1][b.x]
   switch cell {
   case empty:
       box[b.y][b.x] = empty
       b.y--
       box[b.y][b.x] = ball
   case pin:
       box[b.y][b.x] = empty
       b.y--
       if box[b.y][b.x-1] == empty && box[b.y][b.x+1] == empty {
           b.x += rand.Intn(2)*2 - 1
           box[b.y][b.x] = ball
           return
       } else if box[b.y][b.x-1] == empty {
           b.x++
       } else {
           b.x--
       }
       box[b.y][b.x] = ball
   default:
       // It's frozen - it always piles on other balls.
   }

}

type Cell = byte

/* Galton box. Will be printed upside down. */ var box [boxH][boxW]Cell

func initializeBox() {

   // Set ceiling and floor
   box[0][0] = corner
   box[0][boxW-1] = corner
   for i := 1; i < boxW-1; i++ {
       box[0][i] = floor
   }
   for i := 0; i < boxW; i++ {
       box[boxH-1][i] = box[0][i]
   }
   // Set walls
   for r := 1; r < boxH-1; r++ {
       box[r][0] = wall
       box[r][boxW-1] = wall
   }
   // Set rest to empty initially
   for i := 1; i < boxH-1; i++ {
       for j := 1; j < boxW-1; j++ {
           box[i][j] = empty
       }
   }
   // Set pins
   for nPins := 1; nPins <= pinsBaseW; nPins++ {
       for p := 0; p < nPins; p++ {
           box[boxH-2-nPins][centerH+1-nPins+p*2] = pin
       }
   }

}

func drawBox() {

   for r := boxH - 1; r >= 0; r-- {
       for c := 0; c < boxW; c++ {
           fmt.Printf("%c", box[r][c])
       }
       fmt.Println()
   }

}

func main() {

   rand.Seed(time.Now().UnixNano())
   initializeBox()
   var balls []*Ball
   for i := 0; i < nMaxBalls+boxH; i++ {
       fmt.Println("\nStep", i, ":")
       if i < nMaxBalls {
           balls = append(balls, newBall(centerH, boxH-2)) // add ball
       }
       drawBox()
       // Next step for the simulation.
       // Frozen balls are kept in balls slice for simplicity
       for _, b := range balls {
           b.doStep()
       }
   }

}</lang>

Output:

Sample output (showing last step only):

Step 91 :
+---------------------------------------+
|                                       |
|                   .                   |
|                  . .                  |
|                 . . .                 |
|                . . . .                |
|               . . . . .               |
|              . . . . . .              |
|             . . . . . . .             |
|            . . . . . . . .            |
|           . . . . . . . . .           |
|          . . . . . . . . . .          |
|         . . . . . . . . . . .         |
|        . . . . . . . . . . . .        |
|       . . . . . . . . . . . . .       |
|      . . . . . . . . . . . . . .      |
|     . . . . . . . . . . . . . . .     |
|    . . . . . . . . . . . . . . . .    |
|   . . . . . . . . . . . . . . . . .   |
|  . . . . . . . . . . . . . . . . . .  |
| . . . . . . . . . . . . . . . . . . . |
|                                       |
|                                       |
|                o                      |
|                o                      |
|                o o                    |
|                o o                    |
|                o o                    |
|              o o o                    |
|              o o o                    |
|              o o o o   o              |
|              o o o o   o              |
|            o o o o o o o              |
|            o o o o o o o              |
|          o o o o o o o o              |
|          o o o o o o o o o            |
+---------------------------------------+

Haskell

<lang haskell>import Data.Map hiding (map, filter) import Graphics.Gloss import Control.Monad.Random

data Ball = Ball { position :: (Int, Int), turns :: [Int] }

type World = ( Int -- number of rows of pins

            , [Ball]        -- sequence of balls
            , Map Int Int ) -- counting bins

updateWorld :: World -> World updateWorld (nRows, balls, bins)

 | y < -nRows-5  = (nRows, map update bs, bins <+> x)
 | otherwise     = (nRows, map update balls, bins)
 where
   (Ball (x,y) _) : bs = balls
   b <+> x = unionWith (+) b (singleton x 1)
   update (Ball (x,y) turns)
     | -nRows <= y && y < 0 = Ball (x + head turns, y - 1) (tail turns)
     | otherwise            = Ball (x, y - 1) turns
       

drawWorld :: World -> Picture drawWorld (nRows, balls, bins) = pictures [ color red ballsP

                                         , color black binsP
                                         , color blue pinsP ]
 where ballsP = foldMap (disk 1) $ takeWhile ((3 >).snd) $ map position balls        
       binsP  = foldMapWithKey drawBin bins
       pinsP  = foldMap (disk 0.2) $ [1..nRows] >>= \i ->
                                         [1..i] >>= \j -> [(2*j-i-1, -i-1)]
       disk r pos = trans pos $ circleSolid (r*10)
       drawBin x h = trans (x,-nRows-7)
                   $ rectangleUpperSolid 20 (-fromIntegral h)
       trans (x,y) = Translate (20 * fromIntegral x) (20 * fromIntegral y)

startSimulation :: Int -> [Ball] -> IO () startSimulation nRows balls = simulate display white 50 world drawWorld update

 where display = InWindow "Galton box" (400, 400) (0, 0)
       world = (nRows, balls, empty)
       update _ _ = updateWorld

main = evalRandIO balls >>= startSimulation 10

 where balls = mapM makeBall [1..]
       makeBall y = Ball (0, y) <$> randomTurns
       randomTurns = filter (/=0) <$> getRandomRs (-1, 1)</lang>

Icon and Unicon

The code here is adapted from the Unicon Book.

<lang Icon>link graphics

global pegsize, pegsize2, height, width, delay

procedure main(args) # galton box simulation from Unicon book

  pegsize2 := (pegsize := 10) * 2    # pegs & steps
  delay := 2                         # ms delay
  setup_galtonwindow(pegsize)
  n := integer(args[1]) | 100        # balls to drop 
  every 1 to n do galton(pegsize)
  WDone()

end

procedure setup_galtonwindow(n) # Draw n levels of pegs, local xpos, ypos, i, j

  # Pegboard size is 2n-1 square
  # Expected max value of histogram is (n, n/2)/2^n 
  # ... approximate with something simpler?
  height := n*n/2*pegsize + (width := (2*n+1)*pegsize)
  Window("size=" || width || "," || height, "fg=grayish-white")
  WAttrib("fg=dark-grey")
  every ypos := (i := 1 to n) * pegsize2 do {
     xpos := width/2 - (i - 1) * pegsize - pegsize/2 - pegsize2
     every 1 to i do
        FillArc(xpos +:= pegsize2, ypos, pegsize, pegsize)
     }
  WAttrib("fg=black","drawop=reverse")      # set drawing mode for balls

end

procedure galton(n) # drop a ball into the galton box local xpos, ypos, oldx, oldy

  xpos := oldx := width/2 - pegsize/2
  ypos := oldy := pegsize
  every 1 to n do {                         # For every ball...
     xpos +:= ((?2 = 1) | -1) * pegsize     # +/- pegsize
     animate(.oldx, .oldy, oldx := xpos, oldy := ypos +:= pegsize2)
     }
  animate(xpos, ypos, xpos, ypos + 40)      # Now the ball falls ...
  animate(xpos, ypos+40, xpos, ypos + 200)  # ... to the floor
  draw_ball(xpos)                           # Record this ball

end

procedure animate(xfrom, yfrom, xto, yto)

  animate_actual(xfrom, yfrom, xto, yfrom, 4)
  animate_actual(xto, yfrom, xto, yto, 10)

end


procedure animate_actual(xfrom, yfrom, xto, yto, steps) # attribs already set local x, y, xstep, ystep, lastx, lasty

  x -:= xstep := (xto - (x := xfrom))/steps
  y -:= ystep := (yto - (y := yfrom))/steps
  every 1 to steps do {      
     FillArc(lastx := x +:= xstep, lasty := y +:= ystep, pegsize, pegsize)
     WDelay(delay)      # wait in ms
     FillArc(x, y, pegsize, pegsize)
     }

end

procedure draw_ball(x) static ballcounts initial ballcounts := table(0)

  FillArc(x, height-(ballcounts[x] +:= 1)*pegsize, pegsize, pegsize)

end</lang>

J

First, we need to represent our pins:

<lang j>initpins=: '* ' {~ '1'&i.@(-@|. |."_1 [: ":@-.&0"1 <:~/~)@i.</lang>

For example:

<lang j> initpins 4

  *   
 * *  
* * * 
  • * * *</lang>

Note that we could introduce other pin arrangements, for example a Sierpinski triangle:

<lang j>initSpins=: [: }.@|. (1- 2&^@>:) ]\ [: ,] (,~ ,.~)@]^:[ ,: bind '* '</lang>

... but this will not be too interesting to use, because of the lack of interior pins for the balls to bounce off of.

Anyways, once we have that, we can add balls to our picture:

<lang j>init=: ' ',. ' ',.~ ] ,~ ' ',~ ' o' {~ (# ' ' ~: 1&{.)</lang>

For example:

<lang j> 3 (init initpins) 4

   o    
   o    
   o    
        
   *    
  * *   
 * * *  
* * * * </lang>

Now we just need some way of updating our datastructure.

We will need a mechanism to shift a ball left or right if it's above a pin:

<lang>bounce=: (C.~ ] <"1@:+ 0 1 -~/~ ? @: (2"0))"1 [: I. 'o*'&E."1&.|:</lang>

And, a mechanism to make the balls fall:

<lang>shift=: 4 :0

 fill=. {.0#,y
 x |.!.fill y

)</lang>

And then we need to separate out the balls from the pins, so the balls fall and the pins do not. Note also that in this representation, balls will have to fall when they bounce because they cannot occupy the same space that a pin occupies.

We will also want some way of preventing the balls from falling forever. For this task it's probably sufficient to introduce a baseline just deep enough to hold the stacks (which have passed through the pins) and have later balls instantly fall as close as they can to the baseline once they are passed the pins.

<lang j>pins=: '*'&= balls=: 'o'&=

bounce=: (C.~ 0 1 <@(-/~) [: (+ ?@2:"0) I.)"1

nxt=: ' ',~ [: clean ' *o' {~ pins + 2 * _1 shift balls bounce balls *. 1 shift pins

clean2=: ({. , -.&' '"1&.|:&.|.@}.)~ 1 + >./@(# | '*' i:~"1 |:) clean1=: #~ 1 1 -.@E. *./"1@:=&' ' clean=: clean1@clean2</lang>

For example:

<lang j> nxt nxt 3 (init initpins) 4

   o    
   o    
  o*    
  * *   
 * * *  
* * * * 
        </lang>

Or, showing an entire animation sequence:

<lang j> nxt&.>^:a: <7 (init ' ',.' ',.~ initpins) 5 ┌─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┐ │ o │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ o │ o │ o │ o │ o │ o │ o │ o │ *o │ * │ * │ * │ * │ * │ │ o │ o │ o │ o │ o │ o │ o │ *o │ *o* │ *o* │ * * │ * * │ * * │ * * │ │ o │ o │ o │ o │ o │ o │ *o │ * *o │ * * *o │ * *o* │ * *o* │ * * * │ * * * │ * * * │ │ o │ o │ o │ o │ o │ *o │ * *o │ * *o* │ * *o* * │ * * * *o │ * *o* * │ * *o* * │ * * * * │ * * * * │ │ o │ o │ o │ o │ o* │ o* * │ *o* * │ * *o* * │ * * *o* * │ * *o* * * │ * * * * *o │ * * *o* * │ * *o* * * │ * * * * * │ │ o │ o │ o │ *o │ *o* │ * *o* │ * * *o* │ * * *o* * │ o │ o │ o │ o │ o │ o │ │ │ o │ *o │ * *o │ * *o* │ * *o* * │ * * *o* * │ o │ o │ o │ o │ o │ o │ o │ │ * │ * │ * * │ * * * │ * * * * │ * * * * * │ │ │ │ o │ o o │ o o o │ o │ o o │ │ * * │ * * │ * * * │ * * * * │ * * * * * │ │ │ │ │ │ │ │ o o o │ o o o │ │ * * * │ * * * │ * * * * │ * * * * * │ │ │ │ │ │ │ │ │ │ │ │ * * * * │ * * * * │ * * * * * │ │ │ │ │ │ │ │ │ │ │ │ │ * * * * * │ * * * * * │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ └─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┘</lang>

Java

The balls keep track of where they are, and we just have to move them down and print. You might easily adjust this to take command line input for the numbers of pins and balls. I'm sure that this could be a lot shorter... <lang Java>import java.util.Random; import java.util.List; import java.util.ArrayList;

public class GaltonBox {

   public static void main( final String[] args ) {
       new GaltonBox( 8, 200 ).run();
   }
   private final int        m_pinRows;
   private final int        m_startRow;
   private final Position[] m_balls;
   private final Random     m_random = new Random();
   public GaltonBox( final int pinRows, final int ballCount ) {
       m_pinRows  = pinRows;
       m_startRow = pinRows + 1;
       m_balls    = new Position[ ballCount ];
       for ( int ball = 0; ball < ballCount; ball++ )
           m_balls[ ball ] = new Position( m_startRow, 0, 'o' );
   }
   private static class Position {
       int  m_row;
       int  m_col;
       char m_char;
       Position( final int row, final int col, final char ch ) {
           m_row  = row;
           m_col  = col;
           m_char = ch;
       }
   }
   public void run() {
       for ( int ballsInPlay = m_balls.length; ballsInPlay > 0;  ) {
           ballsInPlay = dropBalls();
           print();
       }
   }
   private int dropBalls() {
       int ballsInPlay = 0;
       int ballToStart = -1;
       // Pick a ball to start dropping
       for ( int ball = 0; ball < m_balls.length; ball++ )
           if ( m_balls[ ball ].m_row == m_startRow )
               ballToStart = ball;
       // Drop balls that are already in play
       for ( int ball = 0; ball < m_balls.length; ball++ )
           if ( ball == ballToStart ) {
               m_balls[ ball ].m_row = m_pinRows;
               ballsInPlay++;
           }
           else if ( m_balls[ ball ].m_row > 0 && m_balls[ ball ].m_row != m_startRow ) {
               m_balls[ ball ].m_row -= 1;
               m_balls[ ball ].m_col += m_random.nextInt( 2 );
               if ( 0 != m_balls[ ball ].m_row )
                   ballsInPlay++;
           }
       return ballsInPlay;
   }
   private void print() {
       for ( int row = m_startRow; row --> 1;  ) {
           for ( int ball = 0; ball < m_balls.length; ball++ )
               if ( m_balls[ ball ].m_row == row )
                   printBall( m_balls[ ball ] );
           System.out.println();
           printPins( row );
       }
       printCollectors();
       System.out.println();
   }
   private static void printBall( final Position pos ) {
       for ( int col = pos.m_row + 1; col --> 0;  )
           System.out.print( ' ' );
       for ( int col = 0; col < pos.m_col; col++ )
           System.out.print( "  " );
       System.out.print( pos.m_char );
   }
   private void printPins( final int row ) {
       for ( int col = row + 1; col --> 0;  )
           System.out.print( ' ' );
       for ( int col = m_startRow - row; col --> 0;  )
           System.out.print( ". " );
       System.out.println();
   }
   private void printCollectors() {
       final List<List<Position>> collectors = new ArrayList<List<Position>>();
       for ( int col = 0; col < m_startRow; col++ ) {
           final List<Position> collector = new ArrayList<Position>();
           collectors.add( collector );
           for ( int ball = 0; ball < m_balls.length; ball++ )
               if ( m_balls[ ball ].m_row == 0 && m_balls[ ball ].m_col == col )
                   collector.add( m_balls[ ball ] );
       }
       for ( int row = 0, rows = longest( collectors ); row < rows; row++ ) {
           for ( int col = 0; col < m_startRow; col++ ) {
               final List<Position> collector = collectors.get( col );
               final int            pos       = row + collector.size() - rows;
               System.out.print( '|' );
               if ( pos >= 0 )
                   System.out.print( collector.get( pos ).m_char );
               else
                   System.out.print( ' ' );
           }
           System.out.println( '|' );
       }
   }
   private static final int longest( final List<List<Position>> collectors ) {
       int result = 0;
       for ( final List<Position> collector : collectors )
           result = Math.max( collector.size(), result );
       return result;
   }

}</lang>

Output:

When only five balls have begun to fall through the pins:

         o
         . 
          o
        . . 
           o
       . . . 
        o
      . . . . 
         o
     . . . . . 

    . . . . . . 

   . . . . . . . 

  . . . . . . . . 

Later, some balls have arrived in the collectors:

         o
         . 
          o
        . . 
         o
       . . . 
          o
      . . . . 
         o
     . . . . . 
          o
    . . . . . . 
           o
   . . . . . . . 
        o
  . . . . . . . . 
| | | | | |o| | | |
| | | |o|o|o| | | |

Note that the collectors are as deep as required.

Finally, all the balls are in the collectors:

         . 

        . . 

       . . . 

      . . . . 

     . . . . . 

    . . . . . . 

   . . . . . . . 

  . . . . . . . . 
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | | |o| | | | |
| | | |o|o| | | | |
| | | |o|o| | | | |
| | | |o|o| | | | |
| | | |o|o| | | | |
| | | |o|o| | | | |
| | | |o|o| | | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o| | | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | | |o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o| | |
| | |o|o|o|o|o|o| |
| | |o|o|o|o|o|o| |
| | |o|o|o|o|o|o| |
| |o|o|o|o|o|o|o| |
| |o|o|o|o|o|o|o| |
| |o|o|o|o|o|o|o| |

JavaScript

Works with NodeJs <lang JavaScript>const readline = require('readline');

/**

* Galton Box animation
* @param {number} layers The number of layers in the board
* @param {number} balls The number of balls to pass through
*/

const galtonBox = (layers, balls) => {

 const speed = 100;
 const ball = 'o';
 const peg = '.';
 const result = [];
 const sleep = ms => new Promise(resolve => {
   setTimeout(resolve,ms)
 });
 /**
  * The board is represented as a 2D array.
  * @type {Array<Array<string>>}
  */
 const board = [...Array(layers)]
     .map((e, i) => {
       const sides = Array(layers - i).fill(' ');
       const a = Array(i + 1).fill(peg).join(' ').split();
       return [...sides, ...a, ...sides];
     });
 /**
  * @return {Array<string>}
  */
 const emptyRow = () => Array(board[0].length).fill(' ');
 /**
  * @param {number} i
  * @returns {number}
  */
 const bounce = i => Math.round(Math.random()) ? i - 1 : i + 1;
 /**
  * Prints the current state of the board and the collector
  */
 const show = () => {
   readline.cursorTo(process.stdout, 0, 0);
   readline.clearScreenDown(process.stdout);
   board.forEach(e => console.log(e.join()));
   result.reverse();
   result.forEach(e => console.log(e.join()));
   result.reverse();
 };


 /**
  * Collect the result.
  * @param {number} idx
  */
 const appendToResult = idx => {
   const row = result.find(e => e[idx] === ' ');
   if (row) {
     row[idx] = ball;
   } else {
     const newRow = emptyRow();
     newRow[idx] = ball;
     result.push(newRow);
   }
 };
 /**
  * Move the balls through the board
  * @returns {boolean} True if the there are balls in the board.
  */
 const iter = () => {
   let hasNext = false;
   [...Array(bordSize)].forEach((e, i) => {
     const rowIdx = (bordSize - 1) - i;
     const idx = board[rowIdx].indexOf(ball);
     if (idx > -1) {
       board[rowIdx][idx] = ' ';
       const nextRowIdx = rowIdx + 1;
       if (nextRowIdx < bordSize) {
         hasNext = true;
         const nextRow = board[nextRowIdx];
         nextRow[bounce(idx)] = ball;
       } else {
         appendToResult(idx);
       }
     }
   });
   return hasNext;
 };
 /**
  * Add a ball to the board.
  * @returns {number} The number of balls left to add.
  */
 const addBall = () => {
   board[0][apex] = ball;
   balls = balls - 1;
   return balls;
 };
 board.unshift(emptyRow());
 result.unshift(emptyRow());
 const bordSize = board.length;
 const apex = board[1].indexOf(peg);
 /**
  * Run the animation
  */
 (async () => {
   while (addBall()) {
     await sleep(speed).then(show);
     iter();
   }
   await sleep(speed).then(show);
   while (iter()) {
     await sleep(speed).then(show);
   }
   await sleep(speed).then(show);
 })();


};

galtonBox(12, 50);</lang>

Output:
                         
            .            
           . .           
          . . .          
         . . . .         
        . . . . .        
       . . . . . .       
      . . . . . . .      
     . . . . . . . .     
    . . . . . . . . .    
   . . . . . . . . . .   
  . . . . . . . . . . .  
 . . . . . . . . . . . . 
          o              
          o              
          o              
          o              
          o   o          
          o   o          
          o   o          
          o o o          
          o o o          
          o o o o        
          o o o o        
        o o o o o        
        o o o o o o      
      o o o o o o o      
      o o o o o o o o   

Julia

This is a proof of concept code. It does not use external packages. The ASCII animation is running in the stdout terminal, which has to be at least 28 character wide, and 40 character high, and accept ANSI control sequences for positioning the cursor, and clearing the screen (e.g. the Windows console, or ConEmu).

6 pins in 6 rows are hard coded. The next ball is released at the press of the Enter key. Keep it depressed for continuous running. The balls are randomly deflected left or right at hitting the pins, and they fall to the bins at the bottom, which extend downwards. The timer function sets the speed of the animation. Change the "interval" parameter to larger values for slower movement. Pressing x then Enter exits, other keys are ignored.

Works with: Julia version 1.0

<lang julia>using Random function drawball(timer)

   global r, c, d
   print("\e[$r;$(c)H ")       # clear last ball position (r,c)
   if (r+=1) > 14
       close(timer)
       b = (bin[(c+2)>>2] += 1)# update count in bin
       print("\e[$b;$(c)Ho")   # lengthen bar of balls in bin
   else
       r in 3:2:13 && c in 17-r:4:11+r && (d = 2bitrand()-1)
       print("\e[$r;$(c+=d)Ho")# show ball moving in direction d
   end

end

print("\e[2J") # clear screen for r = 3:2:13, c = 17-r:4:11+r # 6 pins in 6 rows

   print("\e[$r;$(c)H^")       # draw pins

end print("\e[15;2H-------------------------")

bin = fill(15,7) # positions of top of bins while "x" != readline() >= "" # x-Enter: exit, {keys..}Enter: next ball

   global r,c,d = 0,14,0
   t = Timer(drawball, 0, interval=0.1)
   while r < 15 sleep(0.01) end
   print("\e[40;1H")           # move cursor far down

end</lang>

Output:
             ^

           ^   ^

         ^   ^   ^

       ^   ^   ^   ^

     ^   ^   ^   ^   ^

   ^   ^   ^   ^   ^   ^

--------------------------
 o   o   o   o   o   o   o
     o   o   o   o   o
         o   o   o   o
         o   o   o   o
         o   o   o   o
         o   o   o
             o   o
             o   o
             o   o
             o   o
             o
             o
             o
             o
             o

Kotlin

Translation of: D

<lang scala>// version 1.2.10

import java.util.Random

val boxW = 41 // Galton box width. val boxH = 37 // Galton box height. val pinsBaseW = 19 // Pins triangle base. val nMaxBalls = 55 // Number of balls.

val centerH = pinsBaseW + (boxW - pinsBaseW * 2 + 1) / 2 - 1 val rand = Random()

enum class Cell(val c: Char) {

   EMPTY(' '),
   BALL('o'),
   WALL('|'),
   CORNER('+'),
   FLOOR('-'),
   PIN('.')

}

/* Galton box. Will be printed upside down. */ val box = List(boxH) { Array<Cell>(boxW) { Cell.EMPTY } }

class Ball(var x: Int, var y: Int) {

   init {
       require(box[y][x] == Cell.EMPTY)
       box[y][x] = Cell.BALL
   }
   fun doStep() {
       if (y <= 0) return  // Reached the bottom of the box.
       val cell = box[y - 1][x]
       when (cell) {
           Cell.EMPTY -> {
               box[y][x] = Cell.EMPTY
               y--
               box[y][x] = Cell.BALL
           }
           Cell.PIN -> {
               box[y][x] = Cell.EMPTY
               y--
               if (box[y][x - 1] == Cell.EMPTY && box[y][x + 1] == Cell.EMPTY) {
                   x += rand.nextInt(2) * 2 - 1
                   box[y][x] = Cell.BALL
                   return
               }
               else if (box[y][x - 1] == Cell.EMPTY) x++
               else x--
               box[y][x] = Cell.BALL
           }
           else -> {
               // It's frozen - it always piles on other balls.
           }
       }
   }

}

fun initializeBox() {

   // Set ceiling and floor:
   box[0][0] = Cell.CORNER
   box[0][boxW - 1] = Cell.CORNER
   for (i in 1 until boxW - 1) box[0][i] = Cell.FLOOR
   for (i in 0 until boxW) box[boxH - 1][i] = box[0][i]
   // Set walls:
   for (r in 1 until boxH - 1) {
       box[r][0] = Cell.WALL
       box[r][boxW - 1] = Cell.WALL
   }
   // Set pins:
   for (nPins in 1..pinsBaseW) {
       for (pin in 0 until nPins) {
           box[boxH - 2 - nPins][centerH + 1 - nPins + pin * 2] = Cell.PIN
       }
   }

}

fun drawBox() {

   for (row in box.reversed()) {
       for (i in row.indices) print(row[i].c)
       println()
   }

}

fun main(args: Array<String>) {

   initializeBox()
   val balls = mutableListOf<Ball>()
   for (i in 0 until nMaxBalls + boxH) {
       println("\nStep $i:")
       if (i < nMaxBalls) balls.add(Ball(centerH, boxH - 2))  // Add ball.
       drawBox()
       // Next step for the simulation.
       // Frozen balls are kept in balls list for simplicity
       for (b in balls) b.doStep()
   }

}</lang>

Sample output (showing final step only):

Step 91:
+---------------------------------------+
|                                       |
|                   .                   |
|                  . .                  |
|                 . . .                 |
|                . . . .                |
|               . . . . .               |
|              . . . . . .              |
|             . . . . . . .             |
|            . . . . . . . .            |
|           . . . . . . . . .           |
|          . . . . . . . . . .          |
|         . . . . . . . . . . .         |
|        . . . . . . . . . . . .        |
|       . . . . . . . . . . . . .       |
|      . . . . . . . . . . . . . .      |
|     . . . . . . . . . . . . . . .     |
|    . . . . . . . . . . . . . . . .    |
|   . . . . . . . . . . . . . . . . .   |
|  . . . . . . . . . . . . . . . . . .  |
| . . . . . . . . . . . . . . . . . . . |
|                                       |
|                                       |
|                  o                    |
|                  o                    |
|                o o                    |
|                o o                    |
|                o o o                  |
|                o o o                  |
|                o o o                  |
|                o o o                  |
|                o o o o                |
|                o o o o o              |
|          o     o o o o o o            |
|          o o o o o o o o o            |
|        o o o o o o o o o o o o        |
+---------------------------------------+

Liberty BASIC

User can choose the number of balls to run through the simulation. <lang lb> [setup]

   nomainwin
   speed=50
   prompt "Number of balls to drop: ";cycleMax
   cycleMax=abs(int(cycleMax))

'create window

   WindowWidth=400
   WindowHeight=470
   UpperLeftX=1
   UpperLeftY=1
   graphicbox #1.gb, 10, 410,370,25
   open "Galton Machine" for graphics_nf_nsb as #1
   #1 "trapclose [q];down;fill black;flush"
   #1.gb "font courier_new 12"

'Create graphical sprites

   #1 "getbmp bg 1 1 400 600"
   #1 "place 0 0; color white;backcolor white;boxfilled 17 17;place 8 8;color black;backcolor black;circlefilled 8;"
   #1 "place 8 25;color white;backcolor white;circlefilled 8;"
   #1 "getbmp ball 0 0 17 34"
   #1 "place 8 25;color red;backcolor red;circlefilled 8;"
   #1 "getbmp pin 0 0 17 34"
   #1 "background bg"

'add sprites to program

   for pinCount = 1 to 28
       #1 "addsprite pin";pinCount;" pin;spriteround pin";pinCount
   next pinCount
   for ballCount = 1 to 7
       #1 "addsprite ball";ballCount;" ball;spriteround ball";ballCount
   next ballCount

'place pins on page

   for y = 1 to 7
       for x = 1 to y
           pin=pin+1
           xp=200-x*50+y*25
           yp=y*35+100
           #1 "spritexy pin";pin;" ";xp;" ";yp
           #1 "drawsprites"
       next x
   next y

'set balls in motion

   for a = 1 to 7
       #1 "spritexy ball";a;" 174 ";a*60-350
       #1 "spritemovexy ball";a;" 0 5"
   next a

[start] 'update every 50ms - lower number means faster updates

   timer speed, [move]
   wait

[move] 'cycle through the sprites to check for contact with pins or dropping off board

   #1 "drawsprites"
   for ballNum = 1 to 7
       gosub [checkCollide]
   next ballNum
   timer speed, [move]
   wait

[checkCollide] 'check for contact with pins or dropping off board

   timer 0
   #1 "spritexy? ball";ballNum;" x y" 'get current ball position
   #1 "spritecollides ball";ballNum;" hits$" 'collect any collisions
   if hits$<>"" then 'any collisions? if so...
       direction = rnd(1)
       'randomly bounce either left or right
       if direction >0.4999999 then #1 "spritexy ball";ballNum;" ";x+25;" ";y else #1 "spritexy ball";ballNum;" ";x-25;" ";y
       #1 "spritemovexy ball";ballNum;" 0 5"'set ball in motion again
   end if
   #1 "spritexy? ball";ballNum;" x y" 'get current ball position
   if y > 400 then 'if ball has dropped off board, then...
       select case 'figure out which slot it has landed in and increment the counter for that slot
           case x<49
               slot(1)=slot(1)+1
           case x=49
               slot(2)=slot(2)+1
           case x=99
               slot(3)=slot(3)+1
           case x=149
               slot(4)=slot(4)+1
           case x=199
               slot(5)=slot(5)+1
           case x=249
               slot(6)=slot(6)+1
           case x=299
               slot(7)=slot(7)+1
           case x>299
               slot(8)=slot(8)+1
       end select
       for a = 1 to 8 'write the slot counts in the small graphic box
           update$="place "+str$((a-1)*48+1)+" 20;\"+str$(slot(a))
           #1.gb, update$
       next a
       #1 "spritexy ball";ballNum;" 174 ";0-10 'reposition the sprite just off the top of the screen
       #1 "spritemovexy ball";ballNum;" 0 5" 'set the ball in motion again
       cycles = cycles + 1 'increment the fallen ball count
       if cycles >= cycleMax then
           timer 0 'stop animation
           'make the visible balls go away
           for a = 1 to 7
               #1 "spritexy ball";a;" 174 700"
               #1 "spritemovexy ball";a;" 0 0"
           next a
           #1 "drawsprites"
           notice "Complete"
           wait
       end if
   end if

return

[q]

   close #1
   'It is IMPORTANT to unload the bitmaps and clear memory
   unloadbmp "pin"
   unloadbmp "ball"
   unloadbmp "bg"
   end

</lang>

Nim

Translation of: Go

<lang Nim>import random, strutils

const

 BoxW = 41         # Galton box width.
 BoxH = 37         # Galton box height.
 PinsBaseW = 19    # Pins triangle base.
 NMaxBalls = 55    # Number of balls.

const CenterH = PinsBaseW + (BoxW - (PinsBaseW * 2 - 1)) div 2 - 1

type

 Cell = enum
   cEmpty = " "
   cBall = "o"
   cWall = "|"
   cCorner = "+"
   cFloor = "-"
   cPin = "."
 # Galton box. Will be printed upside-down.
 Box = array[BoxH, array[BoxW, Cell]]
 Ball = ref object
   x, y: int


func initBox(): Box =

 # Set ceiling and floor.
 result[0][0] = cCorner
 result[0][^1] = cCorner
 for i in 1..(BoxW - 2):
   result[0][i] = cFloor
 result[^1] = result[0]
 # Set walls.
 for i in 1..(BoxH - 2):
   result[i][0] = cWall
   result[i][^1] = cWall
 # Set rest to Empty initially.
 for i in 1..(BoxH - 2):
   for j in 1..(BoxW - 2):
     result[i][j] = cEmpty
 # Set pins.
 for nPins in 1..PinsBaseW:
   for p in 0..<nPins:
     result[BoxH - 2 - nPins][CenterH + 1 - nPins + p * 2] = cPin


func newBall(box: var Box; x, y: int): Ball =

 doAssert box[y][x] == cEmpty, "Tried to create a new ball in a non-empty cell"
 result = Ball(x: x, y: y)
 box[y][x] = cBall


proc doStep(box: var Box; b: Ball) =

 if b.y <= 0:
   return    # Reached the bottom of the box.
 case box[b.y-1][b.x]
 of cEmpty:
   box[b.y][b.x] = cEmpty
   dec b.y
   box[b.y][b.x] = cBall
 of cPin:
   box[b.y][b.x] = cEmpty
   dec b.y
   if box[b.y][b.x-1] == cEmpty and box[b.y][b.x+1] == cEmpty:
     inc b.x, 2 * rand(1) - 1
   elif box[b.y][b.x-1] == cEmpty:
     inc b.x
   else:
     dec b.x
   box[b.y][b.x] = cBall
 else:
   # It's frozen - it always piles on other balls.
   discard


proc draw(box: Box) =

 for r in countdown(BoxH - 1, 0):
   echo box[r].join()


  1. ———————————————————————————————————————————————————————————————————————————————————————————————————

randomize() var box = initBox() var balls: seq[Ball]

for i in 0..<(NMaxBalls + BoxH):

 echo "Step ", i, ':'
 if i < NMaxBalls:
   balls.add box.newBall(CenterH, BoxH - 2)
 box.draw()
 # Next step for the simulation.
 # Frozen balls are kept in balls slice for simplicity.
 for ball in balls:
   box.doStep(ball)</lang>
Output:

Sample output (showing last step only):

Step 91:
+---------------------------------------+
|                                       |
|                   .                   |
|                  . .                  |
|                 . . .                 |
|                . . . .                |
|               . . . . .               |
|              . . . . . .              |
|             . . . . . . .             |
|            . . . . . . . .            |
|           . . . . . . . . .           |
|          . . . . . . . . . .          |
|         . . . . . . . . . . .         |
|        . . . . . . . . . . . .        |
|       . . . . . . . . . . . . .       |
|      . . . . . . . . . . . . . .      |
|     . . . . . . . . . . . . . . .     |
|    . . . . . . . . . . . . . . . .    |
|   . . . . . . . . . . . . . . . . .   |
|  . . . . . . . . . . . . . . . . . .  |
| . . . . . . . . . . . . . . . . . . . |
|                                       |
|                                       |
|                                       |
|                      o                |
|                      o                |
|                      o                |
|                o     o                |
|                o     o                |
|                o o   o                |
|              o o o   o o              |
|              o o o o o o o            |
|              o o o o o o o            |
|            o o o o o o o o            |
|            o o o o o o o o o          |
|            o o o o o o o o o          |
+---------------------------------------+

Perl

translated from Raku

Output shows of final state for a run with 50 coins.

Translation of: Raku

<lang perl>use strict; use warnings;

use List::Util 'any'; use Time::HiRes qw(sleep); use List::AllUtils <pairwise pairs>;

use utf8; binmode STDOUT, ':utf8';

my $coins = shift || 100; my $peg_lines = shift || 13; my $row_count = $peg_lines; my $peg = '^'; my @coin_icons = ("\N{UPPER HALF BLOCK}", "\N{LOWER HALF BLOCK}");

my @coins = (undef) x (3 + $row_count + 4); my @stats = (0) x ($row_count * 2); $coins[0] = 0; # initialize with first coin

while (1) {

   my $active = 0;
   # if a coin falls through the bottom, count it
   $stats[$coins[-1] + $row_count]++ if defined $coins[-1];
   # move every coin down one row
   for my $line (reverse 1..(3+$row_count+3) ) {
       my $coinpos = $coins[$line - 1];
       #$coins[$line] = do if (! defined $coinpos) x
       if (! defined $coinpos) {
           $coins[$line] = undef
       } elsif (hits_peg($coinpos, $line)) {
           # when a coin from above hits a peg, it will bounce to either side.
           $active = 1;
           $coinpos += rand() < .5 ? -1 : 1;
           $coins[$line] = $coinpos
       } else {
           # if there was a coin above, it will fall to this position.
           $active = 1;
           $coins[$line] = $coinpos;
       }
   }
   # let the coin dispenser blink and turn it off if we run out of coins
   if (defined $coins[0]) {
       $coins[0] = undef;
   } elsif (--$coins > 0) {
       $coins[0] = 0
   }
   for (<0 1>) {
       display_board(\@coins, \@stats, $_);
       sleep .1;
   }
   exit unless $active;

}

sub display_board {

   my($p_ref, $s_ref, $halfstep) = @_;
   my @positions = @$p_ref;
   my @stats     = @$s_ref;
   my $coin      = $coin_icons[$halfstep];
   my @board = do {
       my @tmpl;
       sub out {
           my(@stuff) = split , shift;
           my @line;
           push @line, ord($_) for @stuff;
           [@line];
       }
       push @tmpl, out("  " . " "x(2 * $row_count)) for 1..3;
       my @a = reverse 1..$row_count;
       my @b = 1..$row_count;
       my @pairs = pairwise { ($a, $b) } @a, @b;
       for ( pairs @pairs ) {
           my ( $spaces, $pegs ) = @$_;
           push @tmpl, out("  " . " "x$spaces . join(' ',($peg) x $pegs) . " "x$spaces);
       }
       push @tmpl, out("  " . " "x(2 * $row_count)) for 1..4;
       @tmpl;
   };
   my $midpos = $row_count + 2;
   our @output;
   {
       # collect all the output and output it all at once at the end
       sub printnl { my($foo) = @_; push @output, $foo . "\n" }
       sub printl  { my($foo) = @_; push @output, $foo        }
       # make some space above the picture
       printnl("") for 0..9;
       # place the coins
       for my $line (0..$#positions) {
           my $pos = $positions[$line];
           next unless defined $pos;
           $board[$line][$pos + $midpos] = ord($coin);
       }
       # output the board with its coins
       for my $line (@board) {
           printnl join , map { chr($_) } @$line;
       }
       # show the statistics
       my $padding = 0;
       while (any {$_> 0} @stats) {
           $padding++;
           printl "  ";
           for my $i (0..$#stats) {
               if ($stats[$i] == 1) {
                       printl "\N{UPPER HALF BLOCK}";
                       $stats[$i]--;
               } elsif ($stats[$i] <= 0) {
                       printl " ";
                       $stats[$i] = 0
               } else {
                       printl "\N{FULL BLOCK}";
                       $stats[$i]--; $stats[$i]--;
               }
           }
           printnl("");
       }
       printnl("") for $padding..(10-1);
   }
   print join(, @output) . "\n";

}

sub hits_peg {

   my($x, $y) = @_;
   3 <= $y && $y < (3 + $row_count) and -($y - 2) <= $x && $x <= $y - 2
       ? not 0 == ($x - $y) % 2
       : 0

}</lang>

Output:
         ^
        ^ ^
       ^ ^ ^
      ^ ^ ^ ^
     ^ ^ ^ ^ ^
    ^ ^ ^ ^ ^ ^
   ^ ^ ^ ^ ^ ^ ^




    █ █ █ █ █ █
      █ █ █ █
      █ █ █ █
      █ █ █ █
      █ █ █ ▀
      ▀ █ █
        █

native Perl

Runs until a bottom column overflows. <lang perl>#!/usr/bin/perl

use strict; # https://rosettacode.org/wiki/Galton_box_animation use warnings; $| = 1;

my $width = shift // 7; my $bottom = 15; my $blank = ' ' x ( 2 * $width + 1 ) . "\n"; my $line = ' ' x $width . '*' . ' ' x $width . "\n"; local $_ = join , $blank x 5 . $line,

 map({ $line =~ s/ \* (.*) /* * $1/; ($blank, $line) } 2 .. $width ),
 $blank x $bottom;

my $gap = / \n/ && $-[0]; my $gl = qr/.{$gap}/s; my $g = qr/.$gl/s; my $center = $gap >> 1; my %path = ('O* ' => 'O*X', ' *O' => 'X*O');

print "\e[H\e[J$_"; while( not /(?:O$g){$bottom}/ )

 {
 my $changes = s!O($gl)( \* |O\* | \*O)! " $1" .
   ($path{$2} // (rand(2) < 1 ? "X* " : " *X")) !ge + 
   s/O($g) / $1X/g + 
   s/^ {$center}\K ($g $g) /O$1 /;
 tr/X/O/;
 print "\e[H$_";
 $changes or last;
 select undef, undef, undef, 0.05;
 }</lang>
Output:
               
               
       O       
               
               
       *O      
               
      * *      
     O         
     * * *     
               
    *O* * *    
               
   * * * * *   
    O          
  * * * * * *  
               
 * * *O* * * * 
      O        
      O        
      O   O    
      O        
      O        
      O        
      O        
      O O      
      O O      
    O O O      
    O O O O    
    O O O O    
    O O O O    
    O O O O    
  O O O O O O

Phix

console

First, a console version: <lang Phix>constant balls = 80 clear_screen() sequence screen = repeat(repeat(' ',23),12)

               & repeat(join(repeat(':',12)),12)
               & {repeat('.',23)},
        Pxy = repeat({12,1},balls)

for peg=1 to 10 do

   screen[peg+2][13-peg..11+peg] = join(repeat('.',peg))

end for puts(1,join(screen,"\n")) text_color(BRIGHT_RED) bool moved = true integer top = ' ' -- (new drop every other iteration) while moved or top!=' ' do

   moved = false
   for i=1 to balls do
       integer {Px,Py} = Pxy[i]
       if Py!=1 or top=' ' then
           integer Dx = 0, Dy = 0
           if screen[Py+1,Px]=' ' then     -- can vertical?
               Dy = 1
           else
               Dx = {-1,+1}[rand(2)]       -- try l;r or r;l
               if screen[Py+1,Px+Dx]!=' ' then Dx = -Dx end if
               if screen[Py+1,Px+Dx]==' ' then 
                   Dy = 1
               end if
           end if
           if Dy then
               position(Py,Px)  puts(1," ")  screen[Py,Px] = ' '
               Px += Dx
               Py += Dy
               position(Py,Px)  puts(1,"o")  screen[Py,Px] = 'o'
               Pxy[i] = {Px,Py}
               moved = true
               if Py=2 then top = 'o' end if
           end if
       end if
   end for
   position(26,1)
   sleep(0.2)
   if get_key()!=-1 then exit end if
   top = screen[2][12]

end while</lang>

Output:
           .o
          . .
         .o. .
        . . . .
       . .o. . .
      . . . . . .
     . . . . .o. .
    . . . . . . . .
   . . . . .o. . . .
  . . . . . . . . . .
: : : : :o: : : : : : :
: : : : : : : : : : : :
: : : : : : : : :o: : :
: : : : : : : : : : : :
: : : : : : : :o: : : :
: : : : : : : : : : : :
: : : : :o:o:o: : : : :
: : : : :o:o:o: : : : :
: : :o: :o:o:o: : : : :
: : : : :o:o:o:o: : : :
: : : :o:o:o:o:o: : : :
: : :o:o:o:o:o:o: : : :
.......................

gui

Also, here is a slightly nicer and resize-able gui version:

Library: Phix/pGUI

<lang Phix>-- demo\rosetta\GaltonBox.exw constant TITLE = "Galton Box"

include pGUI.e

Ihandle dlg, canvas, timershow cdCanvas cddbuffer, cdcanvas

integer brem = 80 sequence balls = Template:0,1,0 sequence bins = repeat(0,8)

function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/)

   integer {w, h} = IupGetIntInt(canvas, "DRAWSIZE"), x, y
   atom xx, yy
   cdCanvasActivate(cddbuffer)
   cdCanvasClear(cddbuffer)
   -- draw the pins, then balls, then bins
   cdCanvasSetForeground(cddbuffer, CD_DARK_GREEN)
   integer pinsize = min(floor(h/40),floor(w/50))
   for y=4 to 16 by 2 do
       for x=-(y-4) to (y-4) by 4 do
           xx = w/2 + x*w/32
           yy = h -y*h/32
           cdCanvasSector(cddbuffer, xx, yy, pinsize, pinsize, 0, 360) 
       end for
   end for
   cdCanvasSetForeground(cddbuffer, CD_INDIGO)
   for i=1 to length(balls) do
       {x, y} = balls[i]
       xx = w/2 + x*w/32
       yy = h -y*h/32
       cdCanvasSector(cddbuffer, xx, yy, pinsize*4, pinsize*4, 0, 360) 
   end for
   cdCanvasLineWidth(cddbuffer,w/9)
   for i=1 to length(bins) do
       xx = w/2+(i*4-18)*w/32
       yy = bins[i]*h/64+10
       cdCanvasLine(cddbuffer,xx,10,xx,yy)
   end for
   cdCanvasFlush(cddbuffer)
   return IUP_DEFAULT

end function

function timer_cb(Ihandle ih) integer x, y=9, dx

   if length(balls) then
       {x,y,dx} = balls[1]
       if y>20 then
           bins[(x+18)/4] += 1
           balls = balls[2..$]
       end if
   end if
   for i=1 to length(balls) do
       {x,y,dx} = balls[i]
       if y>15 then
           dx = 0
       elsif and_bits(y,1)=0 then
           dx = {-1,+1}[rand(2)]
       end if
       balls[i] = {x+dx,y+1,dx}
   end for
   if y>4 and brem!=0 then
       brem -= 1
       balls = append(balls,{0,1,0})
   end if
   if brem=0 and length(balls)=0 then
       IupSetAttribute(timershow,"RUN","NO")
   end if
   IupUpdate(canvas)
   return IUP_IGNORE

end function

function map_cb(Ihandle ih)

   cdcanvas = cdCreateCanvas(CD_IUP, ih)
   cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas)
   cdCanvasSetBackground(cddbuffer, CD_GREY)
   return IUP_DEFAULT

end function

procedure main()

   IupOpen()
   canvas = IupCanvas(NULL)
   IupSetAttribute(canvas, "RASTERSIZE", "640x380")
   IupSetCallback(canvas, "MAP_CB", Icallback("map_cb"))
   IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
   timershow = IupTimer(Icallback("timer_cb"), 80)
   dlg = IupDialog(canvas)
   IupSetAttribute(dlg, "TITLE", TITLE)
   IupShow(dlg)
   IupSetAttribute(canvas, "RASTERSIZE", NULL)
   IupMainLoop()
   IupClose()

end procedure

main()</lang>

PicoLisp

<lang PicoLisp>(de galtonBox (Pins Height)

  (let (Bins (need (inc (* 2 Pins)) 0)  X 0  Y 0)
     (until (= Height (apply max Bins))
        (call 'clear)
        (cond
           ((=0 Y) (setq X (inc Pins)  Y 1))
           ((> (inc 'Y) Pins)
              (inc (nth Bins X))
              (zero Y) ) )
        ((if (rand T) inc dec) 'X)
        (for Row Pins
           (for Col (+ Pins Row 1)
              (let D (dec (- Col (- Pins Row)))
                 (prin
                    (cond
                       ((and (= X Col) (= Y Row)) "o")
                       ((and (gt0 D) (bit? 1 D)) ".")
                       (T " ") ) ) ) )
           (prinl) )
        (prinl)
        (for H (range Height 1)
           (for B Bins
              (prin (if (>= B H) "o" " ")) )
           (prinl) )
        (wait 200) ) ) )</lang>

Test: <lang PicoLisp>(galtonBox 9 11)</lang>

Output:
# Snapshot after a few seconds:
         .
        . .
       . . .
      . . . .
     . . . . .
    .o. . . . .
   . . . . . . .
  . . . . . . . .
 . . . . . . . . .









        o
        o o
      o o o o
# Final state:
         .
        . .
       . . .
      . . . .
     . . . . .
    . . . . . .
   . . . . . . .
  . . . . . . . .
 . . . . . . . . .

        o
        o
        o
        o
        o
      o o
      o o
      o o
      o o o
      o o o o o
    o o o o o o

Prolog

Works with SWI-Prolog and XPCE.

Sample display of Prolog solution

<lang Prolog>:- dynamic tubes/1.

- dynamic balls/2.
- dynamic stop/1.

% number of rows of pins (0 -> 9) row(9).

galton_box :- retractall(tubes(_)), retractall(balls(_,_)), retractall(stop(_)), assert(stop(@off)), new(D, window('Galton Box')), send(D, size, size(520,700)), display_pins(D), new(ChTubes, chain), assert(tubes(ChTubes)), display_tubes(D, ChTubes), new(Balls, chain), new(B, ball(D)), send(Balls, append, B), assert(balls(Balls, D)), send(D, done_message, and(message(ChTubes, clear), message(ChTubes, free), message(Balls, for_all, message(@arg1, free)), message(Balls, clear), message(Balls, free), message(@receiver, destroy))), send(D, open).

% class pin, balls travel between pins

- pce_begin_class(pin, circle, "pin").

initialise(P, Pos) :-> send(P, send_super, initialise, 18), send(P, fill_pattern, new(_, colour(@default, 0, 0, 0))), get(Pos, x, X), get(Pos, y, Y), send(P, geometry, x := X, y := Y).

- pce_end_class.


% class tube, balls fall in them

- pce_begin_class(tube, path, "tube where balls fall").

variable(indice, any, both, "index of the tube in the list"). variable(balls, any, both, "number of balls inside").

initialise(P, Ind, D) :-> row(Row), send(P, send_super, initialise, kind := poly), send(P, slot, balls, 0), send(P, slot, indice, Ind), X0 is 228 - Row * 20 + Ind * 40, X1 is X0 + 20, Y1 is 600, Y0 is 350, send_list(P, append, [point(X0, Y0), point(X0, Y1), point(X1,Y1), point(X1,Y0)]), send(D, display, P).

% animation stop when a tube is full add_ball(P) :-> get(P, slot, balls, B), B1 is B+1, send(P, slot, balls, B1), ( B1 = 12 -> retract(stop(_)), assert(stop(@on)) ; true).

- pce_end_class.


% class ball

- pce_begin_class(ball, circle, "ball").

variable(angle, any, both, "angle of the ball with the pin"). variable(dir, any, both, "left / right"). variable(pin, point, both, "pin under the ball when it falls"). variable(position, point, both, "position of the ball"). variable(max_descent, any, both, "max descent"). variable(state, any, both, "in_pins / in_tube"). variable(window, any, both, "window to display"). variable(mytimer, timer, both, "timer of the animation").

initialise(P, W) :-> send(P, send_super, initialise, 18), send(P, pen, 0), send(P, state, in_pins), send(P, fill_pattern, new(_, colour(@default, 65535, 0, 0))), Ang is 3 * pi / 2, send(P, slot, angle, Ang), send(P, slot, window, W), send(P, geometry, x := 250, y := 30), send(P, pin, point(250, 50)), send(P, choose_dir), send(P, mytimer, new(_, timer(0.005, message(P, move_ball)))), send(W, display, P), send(P?mytimer, start).

% method called when the object is destroyed % first the timer is stopped % then all the resources are freed unlink(P) :-> send(P?mytimer, stop), send(P, send_super, unlink).

choose_dir(P) :-> I is random(2), ( I = 1 -> Dir = left; Dir = right), send(P, dir, Dir).

move_ball(P) :-> get(P, state, State), ( State = in_pins -> send(P, move_ball_in_pins) ; send(P, move_ball_in_tube)).

move_ball_in_pins(P) :-> get(P, slot, angle, Ang), get(P, slot, pin, Pin), get(P, slot, dir, Dir), ( Dir = left -> Ang1 is Ang-0.15 ; Ang1 is Ang + 0.15), get(Pin, x, PX), get(Pin, y, PY), X is 21 * cos(Ang1) + PX, Y is 21 * sin(Ang1) + PY, send(P, geometry, x := X, y := Y), send(P?window, display, P), ( abs(Ang1 - pi) < 0.1 -> PX1 is PX - 20, send(P, next_move, PX1, PY) ; abs(Ang1 - 2 * pi) < 0.1 -> PX1 is PX + 20, send(P, next_move, PX1, PY) ; send(P, slot, angle, Ang1)).

next_move(P, PX, PY) :-> row(Row),

Ang2 is 3 * pi / 2, PY1 is PY + 30, ( PY1 =:= (Row + 1) * 30 + 50 -> send(P, slot, state, in_tube), NumTube is round((PX - 228 + Row * 20) / 40), tubes(ChTubes), get(ChTubes, find, message(@prolog, same_value,@arg1?indice, NumTube), Tube), send(Tube, add_ball), get(Tube, slot, balls, Balls), Max_descent is 600 - Balls * 20, send(P, slot, max_descent, Max_descent), send(P, slot, position, point(PX, PY))  ; send(P, choose_dir), send(P, slot, angle, Ang2), send(P, slot, pin, point(PX, PY1))).

move_ball_in_tube(P) :-> get(P, slot, position, Descente), get(Descente, x, PX1), get(Descente, y, PY), PY1 is PY+4, send(P, geometry, x := PX1, y := PY1), get(P, slot, max_descent, Max_descent), ( Max_descent =< PY1 -> send(P?mytimer, stop), ( stop(@off) -> send(@prolog, next_ball); true) ; send(P, slot, position, point(PX1, PY1))), send(P?window, display, P).

- pce_end_class.


next_ball :- retract(balls(Balls, D)), new(B, ball(D)), send(Balls, append, B), assert(balls(Balls, D)).

% test to find the appropriate tube same_value(V, V).

display_pins(D) :- row(Row), forall(between(0, Row, I), ( Start is 250 - I * 20, Y is I * 30 + 50, forall(between(0, I, J), ( X is Start + J * 40, new(P, pin(point(X,Y))), send(D, display, P))))).

display_tubes(D, Ch) :- row(Row), Row1 is Row+1, forall(between(0, Row1, I), ( new(T, tube(I, D)), send(Ch, append, T), send(D, display, T))). </lang>

PureBasic

Translation of: Unicon
Sample display of PureBasic solution

<lang purebasic>Global pegRadius, pegSize, pegSize2, height, width, delay, histogramSize, ball

Procedure eventLoop()

 Protected event
 Repeat
   event = WindowEvent()
   If event = #PB_Event_CloseWindow
     End
   EndIf
 Until event = 0 

EndProcedure

Procedure animate_actual(x1, y1, x2, y2, steps)

 Protected x.f, y.f, xstep.f, ystep.f, i, lastX.f, lastY.f
 x = x1
 y = y1
 xstep = (x2 - x1)/steps
 ystep = (y2 - y1)/steps
 For i = 1 To steps
   lastX = x
   lastY = y
   StartDrawing(CanvasOutput(0))
     DrawingMode(#PB_2DDrawing_XOr)
     Circle(x, y, pegRadius, RGB(0, 255, 255))
   StopDrawing()
   eventLoop()
   Delay(delay)      ; wait in ms
   StartDrawing(CanvasOutput(0))
     DrawingMode(#PB_2DDrawing_XOr)
     Circle(x, y, pegRadius, RGB(0, 255, 255))
   StopDrawing()
   eventLoop()
   x + xstep
   y + ystep
 Next

EndProcedure

Procedure draw_ball(xpos, ypos)

 Static Dim ballcounts(0) ;tally drop positions
 If xpos > ArraySize(ballcounts())
   Redim ballcounts(xpos)
 EndIf 
 ballcounts(xpos) + 1
 animate_actual(xpos, ypos, xpos, height - ballcounts(xpos) * pegSize, 20)
 StartDrawing(CanvasOutput(0))
   Circle(xpos, height - ballcounts(xpos) * pegSize, pegRadius, RGB(255, 0, 0))
 StopDrawing()
 eventLoop()
 If ballcounts(xpos) <= histogramSize
   ProcedureReturn 1 
 EndIf
 SetWindowTitle(0, "Ended after " + Str(ball) + " balls") ;histogramSize exceeded

EndProcedure

Procedure animate(x1, y1, x2, y2)

 animate_actual(x1, y1, x2, y1, 4)
 animate_actual(x2, y1, x2, y2, 10)

EndProcedure

Procedure galton(pegRows)

 ;drop a ball into the galton box
 Protected xpos, ypos, i, oldX, oldY
 oldX = width / 2 - pegSize / 2
 xpos = oldX
 oldY = pegSize
 ypos = oldY
 animate_actual(oldX, 0, xpos, ypos, 10)
 For i = 1 To pegRows 
   If Random(1)
     xpos + pegSize 
   Else
     xpos - pegSize
   EndIf 
   ypos + pegSize2
   animate(oldX, oldY, xpos, ypos)
   oldX = xpos
   oldY = ypos
 Next
 
 ProcedureReturn draw_ball(xpos, ypos)

EndProcedure

Procedure setup_window(numRows, ballCount)

 ;Draw numRows levels of pegs
 Protected xpos, ypos, i, j
 
 width = (2 * numRows + 2) * pegSize
 histogramSize = (ballCount + 2) / 3
 If histogramSize > 500 / pegSize: histogramSize = 500 / pegSize: EndIf
 height = width + histogramSize * pegSize
 OpenWindow(0, 0, 0, width, height, "Galton box animation", #PB_Window_SystemMenu)
 CanvasGadget(0, 0, 0, width, height) 
 
 StartDrawing(CanvasOutput(0))
   Box(0, 0, width, height, RGB($EB, $EB, $EB))
   For i = 1 To numRows
     ypos = i * pegSize2
     xpos = width / 2 - (i - 1) * pegSize - pegSize / 2
     For j = 1 To i
       Circle(xpos, ypos, pegRadius, RGB(0, 0, 255))
       xpos + pegSize2
     Next
   Next
   For i = 1 To numRows
     Line((numRows - i + 1) * pegSize2 - pegSize / 2, width - pegSize, 1, histogramSize * pegSize, 0)
   Next 
 StopDrawing()

EndProcedure

based on the galton box simulation from Unicon book

Define pegRows = 10, ballCount pegRadius = 4 pegSize = pegRadius * 2 + 1 pegSize2 = pegSize * 2 delay = 2  ; ms delay

Repeat

 ballCount = Val(InputRequester("Galton box simulator","How many balls to drop?", "100"))

Until ballCount > 0

setup_window(pegRows, ballCount) eventLoop() For ball = 1 To ballCount

 If Not galton(pegRows): Break: EndIf

Next Repeat: eventLoop(): ForEver</lang>

Python

<lang Python>#!/usr/bin/python

import sys, os import random import time

def print_there(x, y, text):

    sys.stdout.write("\x1b7\x1b[%d;%df%s\x1b8" % (x, y, text))
    sys.stdout.flush()


class Ball():

   def __init__(self):
       self.x = 0
       self.y = 0
       
   def update(self):
       self.x += random.randint(0,1)
       self.y += 1
   def fall(self):
       self.y +=1


class Board():

   def __init__(self, width, well_depth, N):
       self.balls = []
       self.fallen = [0] * (width + 1)
       self.width = width
       self.well_depth = well_depth
       self.N = N
       self.shift = 4
       
   def update(self):
       for ball in self.balls:
           if ball.y < self.width:
               ball.update()
           elif ball.y < self.width + self.well_depth - self.fallen[ball.x]:
               ball.fall()
           elif ball.y == self.width + self.well_depth - self.fallen[ball.x]:
               self.fallen[ball.x] += 1
           else:
               pass
               
   def balls_on_board(self):
       return len(self.balls) - sum(self.fallen)
               
   def add_ball(self):
       if(len(self.balls) <= self.N):
           self.balls.append(Ball())
   def print_board(self):
       for y in range(self.width + 1):
           for x in range(y):
               print_there( y + 1 ,self.width - y + 2*x + self.shift + 1, "#")
   def print_ball(self, ball):
       if ball.y <= self.width:
           x = self.width - ball.y + 2*ball.x + self.shift
       else:
           x = 2*ball.x + self.shift
       y = ball.y + 1
       print_there(y, x, "*")
        
   def print_all(self):
       print(chr(27) + "[2J")
       self.print_board();
       for ball in self.balls:
           self.print_ball(ball)


def main():

   board = Board(width = 15, well_depth = 5, N = 10)
   board.add_ball() #initialization
   while(board.balls_on_board() > 0):
        board.print_all()
        time.sleep(0.25)
        board.update()
        board.print_all()
        time.sleep(0.25)
        board.update()
        board.add_ball()


if __name__=="__main__":

   main()</lang>

Racket

This does not use the default #lang racket. Required is advanced student with teachpacks universe and image. Multiple balls are added each step, but they do not collide.

<lang Racket>

a ball's position...row is a natural number and col is an integer where 0 is the center

(define-struct pos (row col))

state of simulation...list of all positions and vector of balls (index = bin)

(define-struct st (poss bins))

increment vector @i

(define (vector-inc! v i) (vector-set! v i (add1 (vector-ref v i))))

(define BALL-RADIUS 6)

for balls to fit perfectly between diamond-shaped pins, the side length is
determined by inscribing the diamond in the circle

(define PIN-SIDE-LENGTH (* (sqrt 2) BALL-RADIUS))

ultimate pin width and height

(define PIN-WH (* 2 BALL-RADIUS)) (define PIN-HOR-SPACING (* 2 PIN-WH))

vertical space is the height of an equilateral triangle with side length = PIN-HOR-SPACING

(define PIN-VER-SPACING (* 1/2 (sqrt 3) PIN-HOR-SPACING))

somewhat copying BASIC256's graphics
determines how thick the outline will be

(define FILL-RATIO 0.7)

freeze is a function that converts the drawing code into an actual bitmap forever

(define PIN (freeze (overlay (rotate 45 (square (* FILL-RATIO PIN-SIDE-LENGTH) "solid" "purple"))

                            (rotate 45 (square PIN-SIDE-LENGTH "solid" "magenta")))))

(define BALL (freeze (overlay (circle (* FILL-RATIO BALL-RADIUS) "solid" "green")

                             (circle BALL-RADIUS "solid" "dark green"))))

(define BIN-COLOR (make-color 255 128 192))

  1. balls bin can fit

(define BIN-CAPACITY 10) (define BIN-HEIGHT (* BIN-CAPACITY PIN-WH)) (define BIN (freeze (beside/align "bottom"

                                 (line 0 BIN-HEIGHT BIN-COLOR)
                                 (line PIN-WH 0 BIN-COLOR)
                                 (line 0 BIN-HEIGHT BIN-COLOR))))

(define draw-background

 (let ([background #f])
   (λ (height)
     (if (image? background)
         background
         (let* ([w (+ (image-width BIN) (* PIN-HOR-SPACING height))]
                [h (+ PIN-WH (image-height BIN) (* PIN-VER-SPACING height))]
                [draw-background (λ () (rectangle w h "solid" "black"))])
           (begin (set! background (freeze (draw-background))) background))))))
draws images using x horizontal space between center points

(define (spaced/x x is)

 (if (null? is)
     (empty-scene 0 0)
     (let spaced/x ([n 1] [i (car is)] [is (cdr is)])
       (if (null? is)
           i
           (overlay/xy i (* -1 n x) 0 (spaced/x (add1 n) (car is) (cdr is)))))))
 

(define (draw-pin-row r) (spaced/x PIN-HOR-SPACING (make-list (add1 r) PIN)))

draws all pins, using saved bitmap for efficiency

(define draw-pins

 (let ([bmp #f])
   (λ (height)
     (let ([draw-pins (λ () (foldl (λ (r i) (overlay/align/offset
                                             ;vertically line up all pin rows
                                             "center" "bottom" (draw-pin-row r)
                                             ;shift down from the bottom of accum'ed image by ver spacing
                                             0 (- PIN-VER-SPACING) i))
                                   (draw-pin-row 0) (range 1 height 1)))])
       (if (image? bmp)
           bmp
           (begin (set! bmp (freeze (draw-pins))) bmp))))))

(define (draw-ball p i)

 ;the ball starts at the top of the image
 (overlay/align/offset "center" "top" BALL (* -1 (pos-col p) PIN-WH) (* -1 (pos-row p) PIN-VER-SPACING) i))
bin has balls added from bottom, stacked exactly on top of each other
the conditional logic is needed because above can't handle 0 or 1 things

(define (draw-bin n)

 (if (zero? n)
     BIN
     (overlay/align "center" "bottom"
                    (if (= n 1) BALL (apply above (make-list n BALL)))
                    BIN)))
main drawing function

(define (draw height s)

 (let* ([bins (spaced/x PIN-HOR-SPACING (map draw-bin (vector->list (st-bins s))))]
        ;pins above bins
        [w/pins (above (draw-pins height) bins)]
        ;draw this all one ball diameter (PIN-WH) below top
        [w/background (overlay/align/offset "center" "top" w/pins
                                            0 (- PIN-WH) (draw-background height))])
   ;now accumulate in each ball
   (foldl draw-ball w/background (st-poss s))))
a ball moves down by increasing its row and randomly changing its col by -1 or 1

(define (next-row height p)

 (make-pos (add1 (pos-row p))
           (+ -1 (* 2 (random 2)) (pos-col p))))
each step, every ball goes to the next row and new balls are added at the top center
balls that fall off go into bins

(define (tock height s)

 (let* ([new-ps (map (λ (p) (next-row height p)) (st-poss s))]
        ;live balls haven't gone past the last row of pins
        [live (filter (λ (p) (< (pos-row p) height)) new-ps)]
        ;dead balls have (partition from normal Racket would be useful here...)
        [dead (filter (λ (p) (>= (pos-row p) height)) new-ps)]
        ;adjust col from [-x,x] to [0,2x]
        [bin-indices (map (λ (p) (quotient (+ (pos-col p) height) 2)) dead)])
   ;add new balls to the live balls
   (make-st (append (make-list (random 4) (make-pos 0 0)) live)
            ;sum dead ball positions into bins
            (begin (for-each (λ (i) (vector-inc! (st-bins s) i)) bin-indices)
                   (st-bins s)))))
run simulation with empty list of positions to start, stepping with "tock" and drawing with "draw"

(define (run height)

 (big-bang (make-st '() (make-vector (add1 height) 0))
           (on-tick (λ (ps) (tock height ps)) 0.5)
           (to-draw (λ (ps) (draw height ps)))))

</lang>

Raku

(formerly Perl 6)

UPPER HALF BLOCK and LOWER HALF BLOCK alternate to give a somewhat smooth animation.
Works with: rakudo version 2015-09-12

<lang perl6>my $row-count = 6;

constant $peg = "*"; constant @coin-icons = "\c[UPPER HALF BLOCK]", "\c[LOWER HALF BLOCK]";

sub display-board(@positions, @stats is copy, $halfstep) {

   my $coin = @coin-icons[$halfstep.Int];

   state @board-tmpl = {
       # precompute a board
       my @tmpl;
       sub out(*@stuff) {
           @tmpl.push: $[@stuff.join>>.ords.flat];
       }
       # three lines of space above
       for 1..3 {
           out "  ", " " x (2 * $row-count);
       }
       # $row-count lines of pegs
       for flat ($row-count...1) Z (1...$row-count) -> $spaces, $pegs {
           out "  ", " " x $spaces, ($peg xx $pegs).join(" "), " " x $spaces;
       }
       # four lines of space below
       for 1..4 {
           out "  ", " " x (2 * $row-count);
       }
       @tmpl
   }();

   my $midpos = $row-count + 2;

   my @output;
   {
       # collect all the output and output it all at once at the end
       sub say(Str $foo) {
           @output.push: $foo, "\n";
       }
       sub print(Str $foo) {
           @output.push: $foo;
       }

       # make some space above the picture
       say "" for ^10;

       my @output-lines = map { [ @$_ ] }, @board-tmpl;
       # place the coins
       for @positions.kv -> $line, $pos {
           next unless $pos.defined;
           @output-lines[$line][$pos + $midpos] = $coin.ord;
       }
       # output the board with its coins
       for @output-lines -> @line {
           say @line.chrs;
       }

       # show the statistics
       my $padding = 0;
       while any(@stats) > 0 {
           $padding++;
           print "  ";
           @stats = do for @stats -> $stat {
               given $stat {
                   when 1 {
                       print "\c[UPPER HALF BLOCK]";
                       $stat - 1;
                   }
                   when * <= 0 {
                       print " ";
                       0
                   }
                   default {
                       print "\c[FULL BLOCK]";
                       $stat - 2;
                   }
               }
           }
           say "";
       }
       say "" for $padding...^10;
   }
   say @output.join("");

}

sub simulate($coins is copy) {

   my $alive = True;

   sub hits-peg($x, $y) {
       if 3 <= $y < 3 + $row-count and -($y - 2) <= $x <= $y - 2 {
           return not ($x - $y) %% 2;
       }
       return False;
   }

   my @coins = Int xx (3 + $row-count + 4);
   my @stats = 0 xx ($row-count * 2);
   # this line will dispense coins until turned off.
   @coins[0] = 0;
   while $alive {
       $alive = False;
       # if a coin falls through the bottom, count it
       given @coins[*-1] {
           when *.defined {
               @stats[$_ + $row-count]++;
           }
       }

       # move every coin down one row
       for ( 3 + $row-count + 3 )...1 -> $line {
           my $coinpos = @coins[$line - 1];

           @coins[$line] = do if not $coinpos.defined {
               Nil
           } elsif hits-peg($coinpos, $line) {
               # when a coin from above hits a peg, it will bounce to either side.
               $alive = True;
               ($coinpos - 1, $coinpos + 1).pick;
           } else {
               # if there was a coin above, it will fall to this position.
               $alive = True;
               $coinpos;
           }
       }
       # let the coin dispenser blink and turn it off if we run out of coins
       if @coins[0].defined {
           @coins[0] = Nil
       } elsif --$coins > 0 {
           @coins[0] = 0 
       }

       # smooth out the two halfsteps of the animation
       my $start-time;
       ENTER { $start-time = now }
       my $wait-time = now - $start-time;

       sleep 0.1 - $wait-time if $wait-time < 0.1;
       for @coin-icons.keys {
           sleep $wait-time max 0.1;
           display-board(@coins, @stats, $_);
       }
   }

}

sub MAIN($coins = 20, $peg-lines = 6) {

   $row-count = $peg-lines;
   simulate($coins);

}</lang>

REXX

The REXX version displays an ASCII version of a working Galton box.

Balls are dropped continuously   (up to a number specified or the default),   the default is enough rows of
pins to fill the top   1/3   rows of the terminal screen. <lang rexx>/*REXX pgm simulates Sir Francis Galton's box, aka: Galton Board, quincunx, bean machine*/ trace off /*suppress any messages for negative RC*/ if !all(arg()) then exit /*Any documentation was wanted? Done.*/ signal on halt /*allow the user to halt the program.*/ parse arg rows balls freeze seed . /*obtain optional arguments from the CL*/ if rows == | rows=="," then rows= 0 /*Not specified? Then use the default.*/ if balls== | balls=="," then balls= 100 /* " " " " " " */ if freeze== | freeze=="," then freeze= 0 /* " " " " " " */ if datatype(seed, 'W') then call random ,,seed /*Was a seed specified? Then use seed.*/ pin = '·'; ball = '☼' /*define chars for a pin and a ball.*/ parse value scrsize() with sd sw . /*obtain the terminal depth and width. */ if sd==0 then sd= 40 /*Not defined by the OS? Use a default*/ if sw==0 then sw= 80 /* " " " " " " " " */ sd= sd - 3 /*define the usable screen depth.*/ sw= sw - 1; if sw//2 then sw= sw - 1 /* " " " odd " width.*/ if rows==0 then rows= (sw - 2 ) % 3 /*pins are on the first third of screen*/ call gen /*gen a triangle of pins with some rows*/

          do step=1;  call drop;  call show     /*show animation 'til run out of balls.*/
          end   /*step*/                        /* [↑]  the dropping/showing   "   "   */

exit 0 /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ gen: @.=; do r=0 by 2 to rows; $= /*build a triangle of pins for the box.*/

               do pins=1  for r%2;   $= $  pin  /*build a row of pins to be displayed. */
               end   /*pins*/
          @.r= center( strip($, 'T'), sw)       /*an easy method to build a triangle.  */
          end     /*r*/;     #= 0;       return /*#:   is the number of balls dropped. */

/*──────────────────────────────────────────────────────────────────────────────────────*/ drop: static= 1 /*used to indicate all balls are static*/

       do c=sd-1  by -1  for sd-1;    n= c + 1  /*D:  current row;   N:  the next row. */
       x= pos(ball, @.c);             y= x - 1  /*X:  position of a ball on the C line.*/
       if x==0  then iterate                    /*No balls here?  Then nothing to drop.*/
         do forever;   y= pos(ball, @.c, y+1)   /*drop most balls down to the next row.*/
         if y==0  then iterate c                /*down with this row, go look at next. */
         z= substr(@.n, y, 1)                   /*another ball is blocking this fall.  */
         if z==' '  then do;  @.n= overlay(ball, @.n, y)   /*drop a ball straight down.*/
                              @.c= overlay(' ' , @.c, y)   /*make current ball a ghost.*/
                              static= 0                    /*indicate balls are moving.*/
                              iterate                      /*go keep looking for balls.*/
                         end
         if z==pin  then do;  ?= random(,999);   d= -1     /*assume falling to the left*/
                                   if ?//2  then d=  1     /*if odd random#, fall right*/
                              if substr(@.n, y+d, 1)\==' '  then iterate /*blocked fall*/
                              @.n= overlay(ball, @.n, y+d)
                              @.c= overlay(' ' , @.c, y  )
                              static= 0                    /*indicate balls are moving.*/
                              iterate                      /*go keep looking for balls.*/
                         end
         end   /*forever*/
       end     /*c*/                  /* [↓]   step//2    is used to avoid collisions. */
                                                           /* [↓]  drop a new ball ?   */
    if #<balls & step//2  then do;    @.1= center(ball, sw+1);      # = # + 1;        end
                          else if static  then exit 2      /*insure balls are static.  */
    return

/*──────────────────────────────────────────────────────────────────────────────────────*/ show: !cls; do LR=sd by -1 until @.LR\== /*LR: last row of data.*/

              end   /*LR*/;                 ss= 'step' step    /* [↓]   display a row. */
       do r=1  for LR; _= strip(@.r, 'T');  if r==2  then _= overlay(ss, _, sw-12); say _
       end   /*r*/;   if step==freeze  then do;   say 'press ENTER ···';    pull;   end
     return

/*══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════*/ halt: say '***warning*** REXX program' !fn "execution halted by user."; exit 1 !all:  !!=!;!=space(!);upper !;call !fid;!nt=right(!var('OS'),2)=='NT';!cls=word('CLS VMFCLEAR CLRSCREEN',1+!cms+!tso*2);if arg(1)\==1 then return 0;if wordpos(!,'? ?SAMPLES ?AUTHOR ?FLOW')==0 then return 0;!call=']$H';call '$H' !fn !;!call=;return 1 !cal: if symbol('!CALL')\=="VAR" then !call=; return !call !env: !env='ENVIRONMENT'; if !sys=='MSDOS' | !brexx | !r4 | !roo then !env= 'SYSTEM'; if !os2 then !env= 'OS2'!env; !ebcdic= 2=='f2'x; if !crx then !env= 'DOS'; return !fid: parse upper source !sys !fun !fid . 1 . . !fn !ft !fm .; call !sys; if !dos then do; _= lastpos('\', !fn); !fm= left(!fn, _); !fn= substr(!fn, _+1); parse var !fn !fn '.' !ft; end; return word(0 !fn !ft !fm, 1 + ('0'arg(1) ) ) !rex: parse upper version !ver !vernum !verdate .; !brexx= 'BY'==!vernum; !kexx= 'KEXX'==!ver; !pcrexx= 'REXX/PERSONAL'==!ver | 'REXX/PC'==!ver; !r4= 'REXX-R4'==!ver; !regina= 'REXX-REGINA'==left(!ver, 11); !roo= 'REXX-ROO'==!ver; call !env; return !sys: !cms= !sys=='CMS'; !os2= !sys=='OS2'; !tso= !sys=='TSO' | !sys=='MVS'; !vse= !sys=='VSE'; !dos= pos('DOS', !sys)\==0 | pos('WIN', !sys)\==0 | !sys=='CMD'; !crx= left(!sys, 6)=='DOSCRX'; call !rex; return !var: call !fid; if !kexx then return space( dosenv( arg(1) ) ); return space( value( arg(1), , !env) )</lang> Programming note:   the last seven lines of this REXX program are some general purpose (boilerplate code) that, among other things, finds:

  •   the REXX program's filename, filetype (file extension), and filemode (and/or path)
  •   if the user wants documentation presented (not germane to this REXX program)
  •   the environment name (not germane)
  •   what command to be used to clear the terminal screen
  •   the name of the operating system being used (not germane)
  •   the name of the REXX interpreter being used (not germane)
  •   various other bits of information (not germane)

It is only intended to be used to make this particular REXX program independent of any particular REXX interpreter and/or independent of knowing which program is to be used for clearing the terminal screen.   As such, the boilerplate code isn't commented and isn't intended to be a teaching tool.

This REXX program makes use of   SCRSIZE   REXX program (or BIF) which is used to determine the screen
width and depth of the terminal (console).   Some REXXes don't have this BIF.

The   SCRSIZE.REX   REXX program is included here   ───►   SCRSIZE.REX.

The terminal size used for this display was   64x96.

output   when the REXX program was "stopped" by using the inputs of     , , 100   so as to freeze the program to capture a screenshot:

(Shown at   2/3   size.)

                                              ☼·                          step 100

                                              ·☼·

                                             · ·☼·

                                            · ·☼· ·

                                          ☼· · · · ·

                                          · · ·☼· · ·

                                         ·☼· · · · · ·

                                        · · · · ·☼· · ·

                                       · · · · · · ·☼· ·

                                      · · ·☼· · · · · · ·

                                     · · · ·☼· · · · · · ·

                                    · · · ·☼· · · · · · · ·

                                   · · ·☼· · · · · · · · · ·

                                  · · · · · · · ·☼· · · · · ·

                                 · · · · · · ·☼· · · · · · · ·

                                                ☼

                                                  ☼

                                                ☼

                                            ☼

                                                  ☼

                                                      ☼

                                                        ☼

                                                ☼

                                      ☼

                                              ☼

                                                    ☼

                                            ☼

                                            ☼

                                            ☼ ☼   ☼
                                            ☼ ☼   ☼
                                      ☼   ☼ ☼ ☼ ☼ ☼     ☼
                                      ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼   ☼
press ENTER ···
output   when using the above inputs;   this is the final screenshot:

(Shown at   2/3   size.)

                                               ·                          step 350

                                              · ·

                                             · · ·

                                            · · · ·

                                           · · · · ·

                                          · · · · · ·

                                         · · · · · · ·

                                        · · · · · · · ·

                                       · · · · · · · · ·

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Ruby

Library: Shoes
Sample display of Ruby solution

<lang ruby>$rows_of_pins = 12 $width = $rows_of_pins * 10 + ($rows_of_pins+1)*14

Shoes.app(

   :width => $width + 14,
   :title => "Galton Box"

) do

 @bins = Array.new($rows_of_pins+1, 0)
 @x_coords = Array.new($rows_of_pins) {Array.new}
 @y_coords = Array.new($rows_of_pins)
 stack(:width => $width) do
   stroke gray
   fill gray
   1.upto($rows_of_pins) do |row|
     y = 14 + 24*row
     @y_coords[row-1] = y
     row.times do |i|
       x = $width / 2 + (i - 0.5*row)*24 + 14
       @x_coords[row-1] << x
       oval x+2, y, 6
     end
   end
 end
 @y_coords << @y_coords[-1] + 24
 @x_coords << @x_coords[-1].map {|x| x-12} + [@x_coords[-1][-1]+12]
 @balls = stack(:width => $width) do
   stroke red
   fill red
 end.move(0,0)
 @histogram = stack(:width => $width) do
   nostroke
   fill black
 end.move(0, @y_coords[-1] + 10)
 @paused = false
 keypress do |key|
   case key
   when "\x11", :control_q
     exit
   when "\x10", :control_p
     @paused = !@paused
   end
 end
 @ball_row = 0
 @ball_col = 0
 animate(2*$rows_of_pins) do
   if not @paused
     y = @y_coords[@ball_row] - 12
     x = @x_coords[@ball_row][@ball_col]
     @balls.clear {oval x, y, 10}
     @ball_row += 1
     if @ball_row <= $rows_of_pins
       @ball_col += 1 if rand >= 0.5
     else
       @bins[@ball_col] += 1
       @ball_row = @ball_col = 0
       update_histogram
     end
   end
 end
 def update_histogram
   y = @y_coords[-1] + 10
   @histogram.clear do
     @bins.each_with_index do |num, i|
       if num > 0
         x = @x_coords[-1][i]
         rect x-6, 0, 24, num
       end
     end
   end
 end

end</lang>

Tcl

Translation of: C

<lang tcl>package require Tcl 8.6

oo::class create GaltonBox {

   variable b w h n x y cnt step dropping
   constructor {BALLS {NUMPEGS 5} {HEIGHT 24}} {

set n $NUMPEGS set w [expr {$n*2 + 1}] set h $HEIGHT puts -nonewline "\033\[H\033\[J" set x [set y [lrepeat $BALLS 0]] set cnt 0 set step 0 set dropping 1

set b [lrepeat $h [lrepeat $w " "]] for {set i 0} {$i < $n} {incr i} { for {set j [expr {-$i}]} {$j <= $i} {incr j 2} { lset b [expr {2*$i+2}] [expr {$j+$w/2}] "*" } }

   }
   method show {} {

puts -nonewline "\033\[H" set oldrow {} foreach row $b { foreach char $row oldchar $oldrow { if {$char ne "*"} { puts -nonewline "$char " } elseif {$oldchar eq " "} { puts -nonewline "\033\[32m*\033\[m " } else { puts -nonewline "\033\[31m*\033\[m " } } set oldrow $row puts "" }

   }
   method Move idx {

set xx [lindex $x $idx] set yy [lindex $y $idx] set kill 0

if {$yy < 0} {return 0} if {$yy == $h-1} { lset y $idx -1 return 0 }

switch [lindex $b [incr yy] $xx] { "*" { incr xx [expr {2*int(2 * rand()) - 1}] if {[lindex $b [incr yy -1] $xx] ne " "} { set dropping 0 } } "o" { incr yy -1 set kill 1 } }

set c [lindex $b [lindex $y $idx] [lindex $x $idx]] lset b [lindex $y $idx] [lindex $x $idx] " " lset b $yy $xx $c if {$kill} { lset y $idx -1 } else { lset y $idx $yy } lset x $idx $xx return [expr {!$kill}]

   }
   method step {} {

set moving 0 for {set i 0} {$i < $cnt} {incr i} { set moving [expr {[my Move $i] || $moving}] } if {2 == [incr step] && $cnt < [llength $x] && $dropping} { set step 0 lset x $cnt [expr {$w / 2}] lset y $cnt 0 if {[lindex $b [lindex $y $cnt] [lindex $x $cnt]] ne " "} { return 0 } lset b [lindex $y $cnt] [lindex $x $cnt] "o" incr cnt } return [expr {($moving || $dropping)}]

   }

}

GaltonBox create board 1024 {*}$argv while true {

   board show
   if {[board step]} {after 60} break

}</lang> After a sample run with input parameters 10 55:

                                          
                                          
                    *                     
                                          
                  *   *                   
                                          
                *   *   *                 
                                          
              *   *   *   *               
                                          
            *   *   *   *   *             
                                          
          *   *   *   *   *   *           
                                          
        *   *   *   *   *   *   *         
                                          
      *   *   *   *   *   *   *   *       
                                          
    *   *   *   *   *   *   *   *   *     
                    o   o                 
  *   *   *   *   * o * o *   *   *   *   
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
                    o   o                 
            o       o   o                 
            o       o   o                 
            o       o   o                 
            o       o   o                 
            o       o   o                 
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
            o   o   o   o   o             
        o   o   o   o   o   o             
        o   o   o   o   o   o   o         
    o   o   o   o   o   o   o   o         
    o   o   o   o   o   o   o   o         
    o   o   o   o   o   o   o   o         
    o   o   o   o   o   o   o   o         
    o   o   o   o   o   o   o   o         

There is a much more comprehensive solution to this on the Tcler's Wiki.

XPL0

This Peeks into some IBM-PC specific locations and hence is not entirely portable.

<lang XPL0>include c:\cxpl\codes; \intrinsic code declarations define Balls = 80; \maximum number of balls int Bx(Balls), By(Balls), \character cell coordinates of each ball

       W, I, J, Peg, Dir;

[W:= Peek($40, $4A); \get screen width in characters Clear; CrLf(6); CrLf(6); for Peg:= 1 to 10 do \draw pegs

       [for I:= 1 to 12-Peg do ChOut(6,^ );    \space over to first peg
        for I:= 1 to Peg do [ChOut(6,^.);  ChOut(6,^ )];
       CrLf(6);
       ];

for J:= 0 to 12-1 do \draw slots

       [for I:= 0 to 12-1 do [ChOut(6,^:);  ChOut(6,^ )];
       CrLf(6);
       ];

for I:= 0 to 23-1 do ChOut(6,^.); \draw bottom for I:= 0 to Balls-1 do \make source of balls at top

       [Bx(I):= 11;  By(I):= 1];

Attrib($C); \make balls bright red repeat \balls away! ...

   for I:= 0 to Balls-1 do                     \for all the balls ...
       [Cursor(Bx(I), By(I));  ChOut(6, ^ );   \erase ball's initial position
       if Peek($B800, (Bx(I)+(By(I)+1)*W)*2) = ^ \is ball above empty location?
       then    By(I):= By(I)+1                 \yes: fall straight down
       else    [Dir:= Ran(3)-1;                \no: randomly fall right or left
               if Peek($B800, (Bx(I)+Dir+(By(I)+1)*W)*2) = ^  then
                       [Bx(I):= Bx(I)+Dir;  By(I):= By(I)+1];
               ];
       Cursor(Bx(I), By(I));  ChOut(6, ^o);    \draw ball at its new position
       ];
   Sound(0, 3, 1);                             \delay about 1/6 second

until KeyHit; \continue until a key is struck ]</lang>

Output:
           o
          o.
          .o.
         . .o.
        .o. . .
       . .o. . .
      . .o. . . .
     . .o. . .o. .
    . . .o. . . . .
   . . . . . .o. . .
  . . . . .o. .o. . .
: : : : : : : : : : : :
: : : : :o: : : : : : :
: : : :o: : : : : : : :
: : : : : : : : : : : :
: : : : :o: : : : : : :
: : : : : : : :o: : : :
: : : : : :o: : : : : :
: : :o: : :o: : : :o: :
: : : : : :o:o: : : : :
: : : : :o:o:o: : : : :
: : : : :o:o:o: : : : :
: : :o:o:o:o:o:o: : : :
.......................

Yabasic

<lang Yabasic>bola$ = "0000ff" obst$ = "000000"

maxBalls = 10 cx = 1 cy = 2 dim Balls(maxBalls, 2)

open window 600,600 window origin "ct"

maxh = peek("winheight")

REM Draw the pins:

FOR row = 1 TO 7

 FOR col = 1 TO row
   FILL circle 40*col - 20*row, 40*row+80, 10
 NEXT col

NEXT row

REM Animate tick = 0 bolas = 0 color 0,0,255

do if (bolas < maxBalls) then if tick = 3 then tick = 0 bolas = bolas + 1 Balls(bolas, cx) = 20 Balls(bolas, cy) = 10 end if tick = tick + 1 end if for n = 1 to bolas if Balls(n, cy) then color$ = right$(getbit$(Balls(n,cx),Balls(n,cy) + 10,Balls(n,cx),Balls(n,cy) + 10),6) if (color$ = bola$) or (Balls(n,cy) >= maxh - 15) then Balls(n,cy) = 0 break end if clear fill circle Balls(n,cx),Balls(n,cy),10 if color$ = obst$ then if int(ran(2)) then Balls(n,cx) = Balls(n,cx) - 20 else Balls(n,cx) = Balls(n,cx) + 20 end if end if Balls(n,cy) = Balls(n,cy)+10 fill circle Balls(n,cx),Balls(n,cy),10 wait .001 else wait .001 end if next n loop </lang>

zig

<lang zig>const std = @import("std"); const rand = std.rand; const time = std.os.time;

const PEG_LINES = 20;

fn boardSize(comptime peg_lines: u16) u16 {

   var i: u16 = 0;
   var size: u16 = 0;
   inline while (i <= PEG_LINES) : (i += 1) {
       size += i+1;
   }
   return size;

}

const BOARD_SIZE = boardSize(PEG_LINES);

fn stepBoard(board: *[BOARD_SIZE]u1, count: *[PEG_LINES+1]u8) void {

   var prng = rand.DefaultPrng.init(time.timestamp());
   var p: u8 = 0;
   var sum: u16 = 0;
   while (p <= PEG_LINES) : (p += 1) {
       const pegs = PEG_LINES-p;
       var i: u16 = 0;
       while (i < pegs+1) : (i += 1) {
           if (pegs != PEG_LINES and board[BOARD_SIZE-1-sum-i] == 1) {
               if (prng.random.boolean()) {
                   board.*[BOARD_SIZE-1-sum-i+pegs+1] = 1;
               } else {
                   board.*[BOARD_SIZE-1-sum-i+pegs+2] = 1;
               }
           } else if (pegs == PEG_LINES and board[BOARD_SIZE-1-sum-i] == 1) {
               count.*[pegs-i] += 1;
           }
           board.*[BOARD_SIZE-1-sum-i] = 0;
       }
       sum += pegs+1;
   }

}

fn printBoard(board: *[BOARD_SIZE]u1, count: *[PEG_LINES+1]u8) !void {

   var stdout = try std.io.getStdOut();
   try stdout.write("\x1B[2J\x1B[1;1H");
   var pegs: u16 = 0;
   var sum: u16 = 0;
   while (pegs <= PEG_LINES) : (pegs += 1) {
       var i: u16 = 0;
       while (i < (PEG_LINES-pegs)) : (i += 1) try stdout.write(" ");
       i = 0;
       while (i < pegs+1) : (i += 1) {
           const spot = if (board[i+sum] == 1) "o" else " ";
           try stdout.write(spot);
           if (i != pegs) try stdout.write("*");
       }
       sum += pegs+1;
       try stdout.write("\n");
   }
   for (count) |n| {
       const num_char = [2]u8{'0'+n, ' '};
       try stdout.write(num_char);
   }
   try stdout.write("\n");

}

pub fn main() !void {

   var board: [BOARD_SIZE]u1 = []u1{0} ** BOARD_SIZE;
   var bottom_count: [PEG_LINES+1]u8 = []u8{0} ** (PEG_LINES+1);
   var i: u16 = 0;
   while (i < 35) : (i += 1) {
       if (i < 10) board[0] = 1;
       try printBoard(&board, &bottom_count);
       stepBoard(&board, &bottom_count);
       time.sleep(150000000);
   }

}</lang>