Galton box animation: Difference between revisions

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[[Category:Randomness]]
{{omit from|GUISS}}
[[File:Galtonbox-Unicon.PNG|thumb|Example of a Galton Box at the end of animation.]]
 
Generate an animated simulation of [[wp:Bean_machine|Sir Francis Galton's device]].
An example can be found to the right. [[File:Galtonbox-Unicon.PNG|thumb|Example of a Galton Box at the end of animation.]]
 
A   '''Galton device'''   [[wp:Bean_machine|Sir Francis Galton's device]]   is also known as a   '''bean machine''',   a   '''Galton Board''',   or a   '''quincunx'''.
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 subsequent pins before arriving at one of the collection points between and to the sides of the bottom row of pins.
 
For the purpose of this task the box should have at least 5 pins on the bottom row.
Your solution can use graphics or ASCII animation.
Provide a sample of the output/display such as a screenshot.
 
;Description of operation:
Your solution can have either one or more balls in flight at the same time.
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.
If multiple balls are in flight, ensure they don't interfere with each other.
 
Eventually the balls are collected into bins at the bottom   (as shown in the image),   the ball column heights in the bins approximate a   [https://mathworld.wolfram.com/NormalDistribution.html bell curve].   Overlaying   [https://en.wikipedia.org/wiki/Pascal%27s_triangle Pascal's triangle]   onto the pins shows the number of different paths that can be taken to get to each bin.
Your 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.
 
 
;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.
<br><br>
 
=={{header|AutoHotkey}}==
Uses an edit box for the (text based) animation
<langsyntaxhighlight AutoHotkeylang="autohotkey">AutoTrim Off
; User settings
bottompegs := 6
Line 108 ⟶ 118:
StringTrimRight, out, out, 1 ; removes the last newline
return out
}</langsyntaxhighlight>While the number of pegs, and falling space are configurable, here's output shortly after starting one configuration:
<pre>
*
Line 126 ⟶ 136:
=={{header|BASIC256}}==
[[File:Galton box BASIC-256.gif|right|150px|thumb|Galton box animation created with BASIC-256]]
<langsyntaxhighlight lang="basic256">graphsize 150,125
fastgraphics
color black
Line 241 ⟶ 251:
iters = iters + 1
refresh
return</langsyntaxhighlight>
 
=={{header|BBC BASIC}}==
{{works with|BBC BASIC for Windows}}
[[Image:quincunx_bbc.gif|right]]
<langsyntaxhighlight lang="bbcbasic"> maxBalls% = 10
DIM ballX%(maxBalls%), ballY%(maxBalls%)
Line 294 ⟶ 304:
NEXT
tick% += 1
UNTIL FALSE</langsyntaxhighlight>
 
=={{header|C}}==
<langsyntaxhighlight lang="c">#include <stdio.h>
#include <stdlib.h>
#include <string.h>
Line 386 ⟶ 396:
 
return 0;
}</langsyntaxhighlight>
Sample out put at begining of a run:<pre>
*
Line 401 ⟶ 411:
=={{header|C++}}==
Windows GDI version.
<langsyntaxhighlight lang="cpp">
#include "stdafx.h"
#include <windows.h>
Line 620 ⟶ 630:
return myWnd.Run( hInstance );
}
</syntaxhighlight>
</lang>
 
=={{header|Clojure}}==
<syntaxhighlight lang="clojure">(def n 8)
(def balls* (atom [{:x n :y 0}]))
(def board* (atom (vec (repeat (inc n) (vec (repeat (inc (* 2 n)) " "))))))
(doseq [y (range (inc n))
i (range y)]
(swap! board* assoc-in [y (+ (- n y) (* 2 i) 1)] "^"))
(def histogram* (atom (vec (repeat (inc (* 2 n)) 0))))
 
(loop [frame 0]
(print "\033[0;0f\033[2J")
(doseq [row @board*] (println (apply str row)))
(let [depth (inc (apply max (map #(quot % 8) @histogram*)))]
(dotimes [y depth]
(doseq [i @histogram*]
(print (nth " ▁▂▃▄▅▆▇█" (min 8 (max 0 (- i (* (- depth y 1) 8)))))))
(print "\n")))
(println "\n")
(flush)
(doseq [[i {:keys [x y]}] (map-indexed vector @balls*)]
(swap! board* assoc-in [y x] " ")
(let [[new-x new-y] [(if (< 0.5 (rand)) (inc x) (dec x)) (inc y)]]
(if (> new-y n)
(do (swap! histogram* update x inc)
(swap! balls* assoc i {:x n :y 0}))
(do (swap! board* assoc-in [new-y new-x] "*")
(swap! balls* assoc i {:x new-x :y new-y})))))
(Thread/sleep 200)
(when (< (count @balls*) n) (swap! balls* conj {:x n :y 0}))
(when (< frame 200) (recur (inc frame))))
</syntaxhighlight>
 
Sample output:
<pre>
^*
^*^
^ ^ ^
^ ^ ^*^
^*^ ^ ^ ^
^ ^ ^*^ ^ ^
^ ^ ^ ^*^ ^ ^
^ ^ ^*^ ^ ^ ^ ^
▅ ▅
█ █ ▂
█ █ █
▃ █ █ █
█ █ █ █ █
▁ ▇ █ █ █ █ █ ▃ ▁
</pre>
 
=={{header|D}}==
To keep the code simpler some corner cases are ignored.
<langsyntaxhighlight lang="d">import std.stdio, std.algorithm, std.random, std.array;
 
enum int boxW = 41, boxH = 37; // Galton box width and height.
Line 727 ⟶ 787:
b.doStep;
}
}</langsyntaxhighlight>
{{out}}
<pre>
Line 850 ⟶ 910:
| o o o o o o o o o o o |
+---------------------------------------+</pre>
 
=={{header|EasyLang}}==
[https://easylang.dev/show/#cod=dVNdc4IwEHzPr9iZvqgMlCDYOlP8Ix0f+IhtFBMnYIV/3wkEJIAvcLcc2d27S9mUqOStYKeKvIHclMyQq+Rx46KEB48AOEkFjkpirzMDnDXADQDgKv8YVjSCC77GBls4OGODHXj7dBA8izOusoLB9z4M1vJ4xCOZLKRCFEWkV0HSJLv8KHkXOVyqRRZMIJX19xHUb5NR2HRhb6X8lY9U1jMn1DfENeJBII2m/jQLP05M1qC+D7d1Fy76CqauWi1c8Oq1kI4KMQZlo1Sf8Ya+OeGWSIGKX5nSH/kJ6b1sdC0SkUMlIueiQogYtD+9K6AjgzZ9d85EgiUk/LTQpkMDC0wVSy4DS9+B/s2Kktl6jDnduYIlrRszsdfTGk1EK8YBtodW2FeMaDfX60wF9/VXmWM3s9MyOjG22GDVtzXABgFcbNez2q4ltYV7z2zk37Dn2tCqhgsarfGOZcnhouRDjP0Obrc4eX3U2/hCkT/Fh3+ceDytgWD4frA25FkieLUAz8Y/a4GdjUJzsxrrui1fJ6DbffgeJR4xMSH/ Run it]
 
<syntaxhighlight>
sys topleft
#
proc drawpins . .
for i to 9
for j to i
move (15 - i) * 3 + j * 6 i * 6 + 2
circle 0.7
.
.
.
color 555
drawpins
background -1
#
len box[] 10
len x[] 10
len y[] 10
#
proc showbox . .
for i to 10
x = i * 6 + 15
for j to box[i]
move x 100 - j * 4 + 2
circle 2
.
.
.
proc init . .
for i to 10
box[i] = 0
x[i] = 0
.
.
#
color 543
on timer
if busy = 0 and randint 4 = 1
busy = 1
for i to 10
if x[i] = 0
x[i] = 48
y[i] = 2
break 1
.
.
else
busy = 0
.
clear
showbox
for i to 10
x = x[i]
if x > 0
if y[i] <= 56
y[i] += 2
if y[i] mod 6 = 2
x += 3 * (randint 2 * 2 - 3)
x[i] = x
.
else
idx = (x - 15) / 6
y[i] += 4
if y[i] >= 96 - box[idx] * 4
x[i] = 0
box[idx] += 1
if box[idx] > 10
init
break 1
.
.
.
move x y[i]
circle 2
.
.
timer 0.1
.
timer 0
</syntaxhighlight>
 
=={{header|Elm}}==
<langsyntaxhighlight lang="elm">import Html.App exposing (program)
import Time exposing (Time, every, millisecond)
import Color exposing (Color, black, red, blue, green)
Line 1,060 ⟶ 1,205:
, update = update
, subscriptions = subscriptions
}</langsyntaxhighlight>
 
Link to live demo: http://dc25.github.io/galtonBoxAnimationElm/ . Follow the link, enter a number and press the GO button.
 
=={{header|Factor}}==
{{works with|Factor|0.99 development release 2019-03-17}}
<syntaxhighlight 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 ;</syntaxhighlight>
{{out}}
Image taken from the program mid-animation: [https://i.imgur.com/E2ge7LE.png]
 
=={{header|Go}}==
{{trans|D}}
<langsyntaxhighlight lang="go">package main
 
import (
Line 1,192 ⟶ 1,451:
}
}
}</langsyntaxhighlight>
 
{{out}}
Line 1,238 ⟶ 1,497:
 
=={{header|Haskell}}==
<langsyntaxhighlight lang="haskell">import Data.Map hiding (map, filter)
import Graphics.Gloss
import Control.Monad.Random
Line 1,284 ⟶ 1,543:
where balls = mapM makeBall [1..]
makeBall y = Ball (0, y) <$> randomTurns
randomTurns = filter (/=0) <$> getRandomRs (-1, 1)</langsyntaxhighlight>
 
=={{header|Icon}} and {{header|Unicon}}==
Line 1,290 ⟶ 1,549:
[[File:Galtonbox-Unicon.PNG|thumb|right]]
 
<langsyntaxhighlight Iconlang="icon">link graphics
 
global pegsize, pegsize2, height, width, delay
Line 1,354 ⟶ 1,613:
initial ballcounts := table(0)
FillArc(x, height-(ballcounts[x] +:= 1)*pegsize, pegsize, pegsize)
end</langsyntaxhighlight>
 
=={{header|J}}==
Line 1,360 ⟶ 1,619:
First, we need to represent our pins:
 
<langsyntaxhighlight lang="j">initpins=: '* ' {~ '1'&i.@(-@|. |."_1 [: ":@-.&0"1 <:~/~)@i.</langsyntaxhighlight>
 
For example:
 
<langsyntaxhighlight lang="j"> initpins 4
*
* *
* * *
* * * *</langsyntaxhighlight>
 
Note that we could introduce other pin arrangements, for example a Sierpinski triangle:
 
<langsyntaxhighlight lang="j">initSpins=: [: }.@|. (1- 2&^@>:) ]\ [: ,] (,~ ,.~)@]^:[ ,: bind '* '</langsyntaxhighlight>
 
... but this will not be too interesting to use, because of the lack of interior pins for the balls to bounce off of.
Line 1,378 ⟶ 1,637:
Anyways, once we have that, we can add balls to our picture:
 
<langsyntaxhighlight lang="j">init=: ' ',. ' ',.~ ] ,~ ' ',~ ' o' {~ (# ' ' ~: 1&{.)</langsyntaxhighlight>
 
For example:
 
<langsyntaxhighlight lang="j"> 3 (init initpins) 4
o
o
Line 1,390 ⟶ 1,649:
* *
* * *
* * * * </langsyntaxhighlight>
 
Now we just need some way of updating our datastructure.
Line 1,396 ⟶ 1,655:
We will need a mechanism to shift a ball left or right if it's above a pin:
 
<syntaxhighlight lang="text">bounce=: (C.~ ] <"1@:+ 0 1 -~/~ ? @: (2"0))"1 [: I. 'o*'&E."1&.|:</langsyntaxhighlight>
 
And, a mechanism to make the balls fall:
 
<syntaxhighlight lang="text">shift=: 4 :0
fill=. {.0#,y
x |.!.fill y
)</langsyntaxhighlight>
 
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.
Line 1,409 ⟶ 1,668:
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.
 
<langsyntaxhighlight lang="j">pins=: '*'&=
balls=: 'o'&=
 
Line 1,418 ⟶ 1,677:
clean2=: ({. , -.&' '"1&.|:&.|.@}.)~ 1 + >./@(# | '*' i:~"1 |:)
clean1=: #~ 1 1 -.@E. *./"1@:=&' '
clean=: clean1@clean2</langsyntaxhighlight>
 
For example:
 
<langsyntaxhighlight lang="j"> nxt nxt 3 (init initpins) 4
o
Line 1,430 ⟶ 1,689:
* * *
* * * *
</langsyntaxhighlight>
 
Or, showing an entire animation sequence:
 
<langpre jstyle="overflow-x: scroll; white-space: pre; width: 100%"> nxt&.>^:a: <7 (init ' ',.' ',.~ initpins) 5
┌─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┬─────────────┐
│ o │ │ │ │ │ │ │ │ │ │ │ │ │ │
Line 1,450 ⟶ 1,709:
│ * * * * * │ * * * * * │ │ │ │ │ │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │
└─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┴─────────────┘</langpre>
 
=={{header|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...
<langsyntaxhighlight Javalang="java">import java.util.Random;
import java.util.List;
import java.util.ArrayList;
Line 1,584 ⟶ 1,843:
return result;
}
}</langsyntaxhighlight>
{{out}}
When only five balls have begun to fall through the pins:
Line 1,697 ⟶ 1,956:
| |o|o|o|o|o|o|o| |
| |o|o|o|o|o|o|o| |</pre>
 
=={{header|JavaScript}}==
Works with NodeJs
<syntaxhighlight 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);</syntaxhighlight>
{{out}}
<pre>
.
. .
. . .
. . . .
. . . . .
. . . . . .
. . . . . . .
. . . . . . . .
. . . . . . . . .
. . . . . . . . . .
. . . . . . . . . . .
. . . . . . . . . . . .
o
o
o
o
o o
o o
o o
o o o
o o o
o o o o
o o o o
o o o o o
o o o o o o
o o o o o o o
o o o o o o o o </pre>
 
=={{header|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|1.0}}
 
<syntaxhighlight 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</syntaxhighlight>
{{out}}
<pre>
^
 
^ ^
 
^ ^ ^
 
^ ^ ^ ^
 
^ ^ ^ ^ ^
 
^ ^ ^ ^ ^ ^
 
--------------------------
o o o o o o o
o o o o o
o o o o
o o o o
o o o o
o o o
o o
o o
o o
o o
o
o
o
o
o</pre>
 
=={{header|Kotlin}}==
{{trans|D}}
<langsyntaxhighlight lang="scala">// version 1.2.10
 
import java.util.Random
Line 1,801 ⟶ 2,285:
for (b in balls) b.doStep()
}
}</langsyntaxhighlight>
 
Sample output (showing final step only):
Line 1,845 ⟶ 2,329:
</pre>
 
=={{header|PerlLiberty 6BASIC}}==
User can choose the number of balls to run through the simulation.
[[File:Galton_box_perl6.gif|thumb|UPPER HALF BLOCK and LOWER HALF BLOCK alternate to give a somewhat smooth animation.]]
<syntaxhighlight lang="lb">
{{works with|rakudo|2015-09-12}}
[setup]
<lang perl6>my $row-count = 6;
nomainwin
 
constant $peg = "*";
speed=50
constant @coin-icons = "\c[UPPER HALF BLOCK]", "\c[LOWER HALF BLOCK]";
 
prompt "Number of balls to drop: ";cycleMax
sub display-board(@positions, @stats is copy, $halfstep) {
cycleMax=abs(int(cycleMax))
my $coin = @coin-icons[$halfstep.Int];
 
'create window
state @board-tmpl = {
WindowWidth=400
# precompute a board
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
</syntaxhighlight>
 
=={{header|Lua}}==
Uses Bitmap class [[Bitmap#Lua|here]], with an ASCII pixel representation, then extending..
<syntaxhighlight lang="lua">Bitmap.render = function(self)
for y = 1, self.height do
print(table.concat(self.pixels[y], " "))
end
end
 
-- globals (tweak here as desired)
math.randomseed(os.time())
local W, H, MIDX = 15, 40, 7
local bitmap = Bitmap(W, H)
local AIR, PIN, BALL, FLOOR = ".", "▲", "☻", "■"
local nballs, balls = 60, {}
local frame, showEveryFrame = 1, false
 
-- the game board:
bitmap:clear(AIR)
for row = 1, 7 do
for col = 0, row-1 do
bitmap:set(MIDX-row+col*2+1, 1+row*2, PIN)
end
end
for col = 0, W-1 do
bitmap:set(col, H-1, FLOOR)
end
 
-- ball class
Ball = {
new = function(self, x, y, bitmap)
local instance = setmetatable({ x=x, y=y, bitmap=bitmap, alive=true }, self)
return instance
end,
update = function(self)
if not self.alive then return end
self.bitmap:set(self.x, self.y, AIR)
local newx, newy = self.x, self.y+1
local below = self.bitmap:get(newx, newy)
if below==PIN then
newx = newx + (math.random(2)-1)*2-1
end
local there = self.bitmap:get(newx, newy)
if there==AIR then
self.x, self.y = newx, newy
else
self.alive = false
end
self.bitmap:set(self.x, self.y, BALL)
end,
}
Ball.__index = Ball
setmetatable(Ball, { __call = function (t, ...) return t:new(...) end })
 
-- simulation:
local function spawn()
if nballs > 0 then
balls[#balls+1] = Ball(MIDX, 0, bitmap)
nballs = nballs - 1
end
end
 
spawn()
while #balls > 0 do
if frame%2==0 then spawn() end
alive = {}
for _,ball in ipairs(balls) do
ball:update()
if ball.alive then alive[#alive+1]=ball end
end
balls = alive
if frame%50==0 or #alive==0 or showEveryFrame then
print("FRAME "..frame..":")
bitmap:render()
end
frame = frame + 1
end</syntaxhighlight>
{{out}}
<pre>FRAME 50:
. . . . . . . . . . . . . . .
. . . . . . . ☻ . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ ▲ . . . . . . .
. . . . . . . . . . . . . . .
. . . . . ☻ ▲ . ▲ . . . . . .
. . . . . . . . . . . . . . .
. . . . . ▲ ☻ ▲ . ▲ . . . . .
. . . . . . . . . . . . . . .
. . . . ▲ . ▲ . ▲ ☻ ▲ . . . .
. . . . . . . . . . . . . . .
. . . ▲ . ▲ ☻ ▲ . ▲ . ▲ . . .
. . . . . . . . . . . . . . .
. . ▲ . ▲ . ▲ ☻ ▲ . ▲ . ▲ . .
. . . . . . . . . . . . . . .
. ▲ . ▲ . ▲ . ▲ ☻ ▲ . ▲ . ▲ .
. . . . . . . . . . . . . . .
. . . . ☻ . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . ☻ . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . ☻ . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . . . . . . . . . .
. . . . ☻ . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . ☻ . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . ☻
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . ☻ . . . ☻ . . . ☻ . . . .
. . ☻ . . . ☻ . ☻ . ☻ . . . .
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
FRAME 100:
. . . . . . . . . . . . . . .
. . . . . . . ☻ . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ ▲ . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ▲ ☻ ▲ . . . . . .
. . . . . . . . . . . . . . .
. . . . . ▲ ☻ ▲ . ▲ . . . . .
. . . . . . . . . . . . . . .
. . . . ▲ . ▲ . ▲ ☻ ▲ . . . .
. . . . . . . . . . . . . . .
. . . ▲ . ▲ . ▲ ☻ ▲ . ▲ . . .
. . . . . . . . . . . . . . .
. . ▲ . ▲ ☻ ▲ . ▲ . ▲ . ▲ . .
. . . . . . . . . . . . . . .
. ▲ ☻ ▲ . ▲ . ▲ . ▲ . ▲ . ▲ .
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . . . . . . . . . .
. . . . ☻ . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . ☻ . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . ☻ . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . ☻ . ☻ . . . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . ☻ . . . .
. . . . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
☻ . ☻ . ☻ . ☻ . ☻ . ☻ . . . ☻
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
FRAME 147:
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . . ▲ . . . . . . .
. . . . . . . . . . . . . . .
. . . . . . ▲ . ▲ . . . . . .
. . . . . . . . . . . . . . .
. . . . . ▲ . ▲ . ▲ . . . . .
. . . . . . . . . . . . . . .
. . . . ▲ . ▲ . ▲ . ▲ . . . .
. . . . . . . . . . . . . . .
. . . ▲ . ▲ . ▲ . ▲ . ▲ . . .
. . . . . . . . . . . . . . .
. . ▲ . ▲ . ▲ . ▲ . ▲ . ▲ . .
. . . . . . . . . . . . . . .
. ▲ . ▲ . ▲ . ▲ . ▲ . ▲ . ▲ .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . . . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . . . ☻ . ☻ . . . . . .
. . . . ☻ . ☻ . ☻ . . . . . .
. . . . ☻ . ☻ . ☻ . . . . . .
. . . . ☻ . ☻ . ☻ . . . . . .
. . . . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
. . ☻ . ☻ . ☻ . ☻ . ☻ . . . .
☻ . ☻ . ☻ . ☻ . ☻ . ☻ . ☻ . ☻
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
</pre>
 
=={{header|Mathematica}} / {{header|Wolfram Language}}==
<syntaxhighlight lang="mathematica">ClearAll[MakePathFunction]
MakePathFunction[{path_, acumpath_}] :=
Module[{f1, f2, f3, pf, n = Length[path]},
f1 = MapThread[{#1/2, #2 + 0.5 < z <= #2 + 1} &, {acumpath,
n - Range[n + 1]}];
f2 = MapThread[{#1/2 + #2 Sqrt[1/4 - (z - #3)^2], #3 <
z <= #3 + 1/2} &, {acumpath // Most, path, n - Range[n]}];
f3 = {{acumpath[[-1]]/2, z <= 0}};
pf = Piecewise[Evaluate[Join[f1, f2, f3]], 0];
pf
]
MakeScene[pfs_List, zfinals_List, n_Integer, t_] :=
Module[{durations, accumduration, if, part, fixed, relt},
durations = n - zfinals;
accumduration = Accumulate[Prepend[durations, 0]];
if = Interpolation[{accumduration, Range[Length[zfinals] + 1]} //
Transpose, InterpolationOrder -> 1];
part = Floor[if[t]];
If[part > 0,
fixed = Table[{pfs[[i]], z} /. z -> zfinals[[i]], {i, part - 1}];
,
fixed = {};
];
relt = t - accumduration[[part]];
relt = n - relt;
Append[fixed, {pfs[[part]] /. z -> relt, relt}]
]
SeedRandom[1234];
n = 6;
m = 150;
r = 0.25; (* fixed *)
dots =
Catenate@Table[{# - i/2 - 1/2, n - i} & /@ Range[i], {i, n}];
g = Graphics[Disk[#, r] & /@ dots, Axes -> True];
 
paths = RandomChoice[{-1, 1}, {m, n}];
paths = {#, Accumulate[Prepend[#, 0]]} & /@ paths;
xfinals = paths[[All, 2, -1]];
types = DeleteDuplicates[xfinals];
zfinals = ConstantArray[0, Length[paths]];
Do[
pos = Flatten[Position[xfinals, t]];
zfinals[[pos]] += 0.5 Range[Length[pos]];
,
{t, types}
];
max = Max[zfinals] + 1;
zfinals -= max;
pfs = MakePathFunction /@ paths;
Manipulate[
Graphics[{Disk[#, r] & /@ dots, Red,
Disk[#, r] & /@ MakeScene[pfs, zfinals, n, t]},
PlotRange -> {{-n, n}, {Min[zfinals] - 1, n + 2}},
ImageSize -> 150], {t, 0, Total[n - zfinals] - 0.001}]</syntaxhighlight>
 
=={{header|Nim}}==
{{trans|Go}}
<syntaxhighlight 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()
 
 
#———————————————————————————————————————————————————————————————————————————————————————————————————
 
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)</syntaxhighlight>
 
{{out}}
Sample output (showing last step only):
<pre>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 |
+---------------------------------------+</pre>
 
=={{header|Perl}}==
=== translated from Raku ===
Output shows of final state for a run with 50 coins.
{{trans|Raku}}
<syntaxhighlight 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(*@stuff) {
sub out {
@tmpl.push: $[@stuff.join>>.ords.flat];
my(@stuff) = split '', shift;
my @line;
push @line, ord($_) for @stuff;
[@line];
}
 
# three lines of space above
push @tmpl, out(" " . " "x(2 * $row_count)) for 1..3 {;
my @a = reverse out " ", " " x (2 * 1..$row-count)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;
# $row-count lines of pegs
@tmpl;
for flat ($row-count...1) Z (1...$row-count) -> $spaces, $pegs {
};
out " ", " " x $spaces, ($peg xx $pegs).join(" "), " " x $spaces;
 
}
my $midpos = $row_count + 2;
# four lines of space below
 
for 1..4 {
our @output;
out " ", " " x (2 * $row-count);
}
@tmpl
}();
my $midpos = $row-count + 2;
my @output;
{
# collect all the output and output it all at once at the end
sub say(Strprintnl { my($foo) {= @_; push @output, $foo . "\n" }
sub printl { my($foo) = @output._; push: @output, $foo, "\n"; }
 
}
sub print(Str $foo) {
@output.push: $foo;
}
# make some space above the picture
say printnl("") for ^100..9;
 
my @output-lines = map { [ @$_ ] }, @board-tmpl;
# place the coins
for @positions.kv ->my $line, (0..$pos#positions) {
next unlessmy $pos.defined = $positions[$line];
@output-lines[$line][$posnext +unless $midpos] =defined $coin.ordpos;
$board[$line][$pos + $midpos] = ord($coin);
}
# output the board with its coins
for @output-linesmy ->$line (@lineboard) {
sayprintnl join '', map { chr($_) } @$line.chrs;
}
 
# show the statistics
my $padding = 0;
while any(@stats)any {$_> 0} @stats) {
$padding++;
printprintl " ";
@stats = do for @statsmy ->$i (0..$stat#stats) {
givenif ($statstats[$i] == 1) {
when 1 printl "\N{UPPER HALF BLOCK}";
print "\c$stats[UPPER HALF BLOCK$i]"--;
} elsif ($stats[$i] <= 0) $stat - 1;{
} printl " ";
when * < $stats[$i] = 0 {
} else print " ";{
0printl "\N{FULL BLOCK}";
} $stats[$i]--; $stats[$i]--;
default {
print "\c[FULL BLOCK]";
$stat - 2;
}
}
}
say printnl("");
}
say printnl("") for $padding...^(10-1);
}
 
say @output.join("");
print join('', @output) . "\n";
}
 
sub hits_peg {
sub simulate($coins is copy) {
my($x, $alivey) = True@_;
3 <= $y && $y < (3 + $row_count) and -($y - 2) <= $x && $x <= $y - 2
sub hits-peg ? not 0 == ($x, - $y) {% 2
: 0
if 3 <= $y < 3 + $row-count and -($y - 2) <= $x <= $y - 2 {
}</syntaxhighlight>
return not ($x - $y) %% 2;
{{out}}
}
<pre> 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 {
</pre>
my $coinpos = @coins[$line - 1];
 
=== native Perl ===
@coins[$line] = do if not $coinpos.defined {
Runs until a bottom column overflows.
Nil
<syntaxhighlight lang="perl">#!/usr/bin/perl
} elsif hits-peg($coinpos, $line) {
 
# when a coin from above hits a peg, it will bounce to either side.
use strict; # https://rosettacode.org/wiki/Galton_box_animation
$alive = True;
use warnings;
($coinpos - 1, $coinpos + 1).pick;
$| = 1;
} else {
 
# if there was a coin above, it will fall to this position.
my $width = shift // 7;
$alive = True;
my $bottom = 15;
$coinpos;
my $blank = ' ' x ( 2 * $width + 1 }) . "\n";
my $line = ' ' x $width . '*' . ' ' x $width . "\n";
}
local $_ = join '', $blank x 5 . $line,
# let the coin dispenser blink and turn it off if we run out of coins
map({ $line =~ s/ \* (.*) /* * $1/; ($blank, $line) } 2 .. $width ),
if @coins[0].defined {
$blank x $bottom;
@coins[0] = Nil
 
} elsif --$coins > 0 {
my $gap = / \n/ && @coins$-[0] = 0 ;
my $gl = qr/.{$gap}/s;
}
my $g = qr/.$gl/s;
my $center = $gap >> 1;
# smooth out the two halfsteps of the animation
my %path = ('O* ' => 'O*X', ' my*O' => $start-time'X*O');
 
ENTER { $start-time = now }
print "\e[H\e[J$_";
my $wait-time = now - $start-time;
while( not /(?:O$g){$bottom}/ )
{
sleep 0.1 - $wait-time if $wait-time < 0.1;
my $changes = s!O($gl)( \* |O\* | \*O)! " $1" .
for @coin-icons.keys {
($path{$2} // (rand(2) < 1 ? "X* " sleep: $wait-time" max*X")) !ge + 0.1;
s/O($g) / $1X/g +
display-board(@coins, @stats, $_);
s/^ {$center}\K ($g $g) }/O$1 /;
tr/X/O/;
}
print "\e[H$_";
}
$changes or last;
select undef, undef, undef, 0.05;
sub MAIN($coins = 20, $peg-lines = 6) {
}</syntaxhighlight>
$row-count = $peg-lines;
{{out}}
simulate($coins);
}</langpre>
O
*O
* *
O
* * *
*O* * *
* * * * *
O
* * * * * *
* * *O* * * *
O
O
O O
O
O
O
O
O O
O O
O O O
O O O O
O O O O
O O O O
O O O O
O O O O O O
</pre>
 
=={{header|Phix}}==
=== console ===
First, a console version:
<!--<syntaxhighlight lang="phix">(phixonline)-->
<lang Phix>constant balls = 80
<span style="color: #008080;">without</span> <span style="color: #008080;">js</span> <span style="color: #000080;font-style:italic;">-- clear_screen(), text_color(), position(), sleep(), get_key()...</span>
clear_screen()
<span style="color: #008080;">constant</span> <span style="color: #000000;">balls</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">80</span>
sequence screen = repeat(repeat(' ',23),12)
<span style="color: #7060A8;">clear_screen</span><span style="color: #0000FF;">()</span>
& repeat(join(repeat(':',12)),12)
<span style="color: #004080;">sequence</span> <span style="color: #000000;">screen</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">,</span><span style="color: #000000;">23</span><span style="color: #0000FF;">),</span><span style="color: #000000;">12</span><span style="color: #0000FF;">)</span>
& {repeat('.',23)},
<span style="color: #0000FF;">&</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">':'</span><span style="color: #0000FF;">,</span><span style="color: #000000;">12</span><span style="color: #0000FF;">)),</span><span style="color: #000000;">12</span><span style="color: #0000FF;">)</span>
Pxy = repeat({12,1},balls)
<span style="color: #0000FF;">&</span> <span style="color: #0000FF;">{</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">'.'</span><span style="color: #0000FF;">,</span><span style="color: #000000;">23</span><span style="color: #0000FF;">)},</span>
for peg=1 to 10 do
<span style="color: #000000;">Pxy</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">({</span><span style="color: #000000;">12</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">},</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">)</span>
screen[peg+2][13-peg..11+peg] = join(repeat('.',peg))
<span style="color: #008080;">for</span> <span style="color: #000000;">peg</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #000000;">10</span> <span style="color: #008080;">do</span>
end for
<span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">peg</span><span style="color: #0000FF;">+</span><span style="color: #000000;">2</span><span style="color: #0000FF;">][</span><span style="color: #000000;">13</span><span style="color: #0000FF;">-</span><span style="color: #000000;">peg</span><span style="color: #0000FF;">..</span><span style="color: #000000;">11</span><span style="color: #0000FF;">+</span><span style="color: #000000;">peg</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">'.'</span><span style="color: #0000FF;">,</span><span style="color: #000000;">peg</span><span style="color: #0000FF;">))</span>
puts(1,join(screen,"\n"))
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
text_color(BRIGHT_RED)
<span style="color: #7060A8;">puts</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">join</span><span style="color: #0000FF;">(</span><span style="color: #000000;">screen</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"\n"</span><span style="color: #0000FF;">))</span>
bool moved = true
<span style="color: #000000;">text_color</span><span style="color: #0000FF;">(</span><span style="color: #000000;">BRIGHT_RED</span><span style="color: #0000FF;">)</span>
integer top = ' ' -- (new drop every other iteration)
<span style="color: #004080;">bool</span> <span style="color: #000000;">moved</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">true</span>
while moved or top!=' ' do
<span style="color: #004080;">integer</span> <span style="color: #7060A8;">top</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> <span style="color: #000080;font-style:italic;">-- (new drop every other iteration)</span>
moved = false
<span style="color: #008080;">while</span> <span style="color: #000000;">moved</span> <span style="color: #008080;">or</span> <span style="color: #7060A8;">top</span><span style="color: #0000FF;">!=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">do</span>
for i=1 to balls do
<span style="color: #000000;">moved</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span>
integer {Px,Py} = Pxy[i]
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #000000;">balls</span> <span style="color: #008080;">do</span>
if Py!=1 or top=' ' then
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">Pxy</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span>
integer Dx = 0, Dy = 0
<span style="color: #008080;">if</span> <span style="color: #000000;">Py</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">1</span> <span style="color: #008080;">or</span> <span style="color: #7060A8;">top</span><span style="color: #0000FF;">=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span>
if screen[Py+1,Px]=' ' then -- can vertical?
<span style="color: #004080;">integer</span> <span style="color: #000000;">Dx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">Dy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span>
Dy = 1
<span style="color: #008080;">if</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span> <span style="color: #000080;font-style:italic;">-- can vertical?</span>
else
<span style="color: #000000;">Dy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">1</span>
Dx = {-1,+1}[rand(2)] -- try l;r or r;l
<span style="color: #008080;">else</span>
if screen[Py+1,Px+Dx]!=' ' then Dx = -Dx end if
<span style="color: #000000;">Dx</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">}[</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)]</span> <span style="color: #000080;font-style:italic;">-- try l;r or r;l</span>
if screen[Py+1,Px+Dx]==' ' then
<span style="color: #008080;">if</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">+</span><span style="color: #000000;">Dx</span><span style="color: #0000FF;">]!=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span> <span style="color: #000000;">Dx</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">Dx</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
Dy = 1
<span style="color: #008080;">if</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">+</span><span style="color: #000000;">Dx</span><span style="color: #0000FF;">]==</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span>
end if
<span style="color: #000000;">Dy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">1</span>
end if
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
if Dy then
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
position(Py,Px) puts(1," ") screen[Py,Px] = ' '
<span style="color: #008080;">if</span> <span style="color: #000000;">Dy</span> <span style="color: #008080;">then</span>
Px += Dx
<span style="color: #7060A8;">position</span><span style="color: #0000FF;">(</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">)</span> <span style="color: #7060A8;">puts</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #008000;">" "</span><span style="color: #0000FF;">)</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span>
Py += Dy
<span style="color: #000000;">Px</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">Dx</span>
position(Py,Px) puts(1,"o") screen[Py,Px] = 'o'
<span style="color: #000000;">Py</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">Dy</span>
Pxy[i] = {Px,Py}
<span style="color: #7060A8;">position</span><span style="color: #0000FF;">(</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">)</span> <span style="color: #7060A8;">puts</span><span style="color: #0000FF;">(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"o"</span><span style="color: #0000FF;">)</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'o'</span>
moved = true
<span style="color: #000000;">Pxy</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">Px</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Py</span><span style="color: #0000FF;">}</span>
if Py=2 then top = 'o' end if
<span style="color: #000000;">moved</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">true</span>
end if
<span style="color: #008080;">if</span> <span style="color: #000000;">Py</span><span style="color: #0000FF;">=</span><span style="color: #000000;">2</span> <span style="color: #008080;">then</span> <span style="color: #7060A8;">top</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'o'</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
end if
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
end for
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
position(26,1)
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
sleep(0.2)
<span style="color: #7060A8;">position</span><span style="color: #0000FF;">(</span><span style="color: #000000;">26</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">)</span>
if get_key()!=-1 then exit end if
<span style="color: #7060A8;">sleep</span><span style="color: #0000FF;">(</span><span style="color: #000000;">0.2</span><span style="color: #0000FF;">)</span>
top = screen[2][12]
<span style="color: #008080;">if</span> <span style="color: #7060A8;">get_key</span><span style="color: #0000FF;">()!=-</span><span style="color: #000000;">1</span> <span style="color: #008080;">then</span> <span style="color: #008080;">exit</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
end while</lang>
<span style="color: #7060A8;">top</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">screen</span><span style="color: #0000FF;">[</span><span style="color: #000000;">2</span><span style="color: #0000FF;">][</span><span style="color: #000000;">12</span><span style="color: #0000FF;">]</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">while</span>
<!--</syntaxhighlight>-->
{{out}}
<pre>
Line 2,067 ⟶ 3,178:
.......................
</pre>
=== gui ===
Also, here is a slightly nicer and resize-able gui version:
{{libheader|Phix/pGUI}}
{{libheader|Phix/online}}
<lang Phix>--
You can run this online [http://phix.x10.mx/p2js/galtonbox.htm here].
-- demo\rosetta\GaltonBox.exw
<!--<syntaxhighlight lang="phix">(phixonline)-->
--
<span style="color: #000080;font-style:italic;">--
constant TITLE = "Galton Box"
-- demo\rosetta\GaltonBox.exw
 
-- ==========================
include pGUI.e
--
 
-- Author Pete Lomax, May 2017
Ihandle dlg, canvas, timershow
--</span>
cdCanvas cddbuffer, cdcanvas
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span>
 
<span style="color: #008080;">constant</span> <span style="color: #000000;">TITLE</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">"Galton Box"</span>
integer brem = 80
sequence balls = {{0,1,0}}
<span style="color: #008080;">include</span> <span style="color: #000000;">pGUI</span><span style="color: #0000FF;">.</span><span style="color: #000000;">e</span>
sequence bins = repeat(0,8)
 
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">timershow</span>
function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/)
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span>
integer {w, h} = IupGetIntInt(canvas, "DRAWSIZE"), x, y
atom xx, yy
<span style="color: #004080;">integer</span> <span style="color: #000000;">brem</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">80</span>
cdCanvasActivate(cddbuffer)
<span style="color: #004080;">sequence</span> <span style="color: #000000;">balls</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">}}</span>
cdCanvasClear(cddbuffer)
<span style="color: #004080;">sequence</span> <span style="color: #000000;">bins</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">8</span><span style="color: #0000FF;">)</span>
-- draw the pins, then balls, then bins
cdCanvasSetForeground(cddbuffer, CD_DARK_GREEN)
<span style="color: #008080;">function</span> <span style="color: #000000;">redraw_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000080;font-style:italic;">/*posx*/</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">/*posy*/</span><span style="color: #0000FF;">)</span>
integer pinsize = min(floor(h/40),floor(w/50))
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">w</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">),</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span>
for y=4 to 16 by 2 do
<span style="color: #004080;">atom</span> <span style="color: #000000;">xx</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">yy</span>
for x=-(y-4) to (y-4) by 4 do
<span style="color: #7060A8;">cdCanvasActivate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
xx = w/2 + x*w/32
<span style="color: #7060A8;">cdCanvasClear</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
yy = h -y*h/32
<span style="color: #000080;font-style:italic;">-- draw the pins, then balls, then bins</span>
cdCanvasSector(cddbuffer, xx, yy, pinsize, pinsize, 0, 360)
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_DARK_GREEN</span><span style="color: #0000FF;">)</span>
end for
<span style="color: #004080;">integer</span> <span style="color: #000000;">pinsize</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">min</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">h</span><span style="color: #0000FF;">/</span><span style="color: #000000;">40</span><span style="color: #0000FF;">),</span><span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">50</span><span style="color: #0000FF;">))</span>
end for
<span style="color: #008080;">for</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">=</span><span style="color: #000000;">4</span> <span style="color: #008080;">to</span> <span style="color: #000000;">16</span> <span style="color: #008080;">by</span> <span style="color: #000000;">2</span> <span style="color: #008080;">do</span>
cdCanvasSetForeground(cddbuffer, CD_INDIGO)
<span style="color: #008080;">for</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">=-(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">-</span><span style="color: #000000;">4</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">-</span><span style="color: #000000;">4</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">by</span> <span style="color: #000000;">4</span> <span style="color: #008080;">do</span>
for i=1 to length(balls) do
<span style="color: #000000;">xx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span> <span style="color: #0000FF;">+</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">32</span>
{x, y} = balls[i]
<span style="color: #000000;">yy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">h</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">h</span><span style="color: #0000FF;">/</span><span style="color: #000000;">32</span>
xx = w/2 + x*w/32
<span style="color: #7060A8;">cdCanvasSector</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">xx</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">yy</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">pinsize</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">pinsize</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">360</span><span style="color: #0000FF;">)</span>
yy = h -y*h/32
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
cdCanvasSector(cddbuffer, xx, yy, pinsize*4, pinsize*4, 0, 360)
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
end for
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_INDIGO</span><span style="color: #0000FF;">)</span>
cdCanvasLineWidth(cddbuffer,w/9)
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span>
for i=1 to length(bins) do
<span style="color: #0000FF;">{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">balls</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span>
xx = w/2+(i*4-18)*w/32
<span style="color: #000000;">xx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span> <span style="color: #0000FF;">+</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">32</span>
yy = bins[i]*h/64+10
<span style="color: #000000;">yy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">h</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">h</span><span style="color: #0000FF;">/</span><span style="color: #000000;">32</span>
cdCanvasLine(cddbuffer,xx,10,xx,yy)
<span style="color: #7060A8;">cdCanvasSector</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">xx</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">yy</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">pinsize</span><span style="color: #0000FF;">*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">pinsize</span><span style="color: #0000FF;">*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">360</span><span style="color: #0000FF;">)</span>
end for
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
cdCanvasFlush(cddbuffer)
<span style="color: #7060A8;">cdCanvasSetLineWidth</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">9</span><span style="color: #0000FF;">)</span>
return IUP_DEFAULT
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">bins</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span>
end function
<span style="color: #000000;">xx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">+(</span><span style="color: #000000;">i</span><span style="color: #0000FF;">*</span><span style="color: #000000;">4</span><span style="color: #0000FF;">-</span><span style="color: #000000;">18</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">32</span>
 
<span style="color: #000000;">yy</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">bins</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]*</span><span style="color: #000000;">h</span><span style="color: #0000FF;">/</span><span style="color: #000000;">64</span><span style="color: #0000FF;">+</span><span style="color: #000000;">10</span>
function timer_cb(Ihandle ih)
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">xx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">10</span><span style="color: #0000FF;">,</span><span style="color: #000000;">xx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">yy</span><span style="color: #0000FF;">)</span>
integer x, y=9, dx
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
if length(balls) then
<span style="color: #7060A8;">cdCanvasFlush</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
{x,y,dx} = balls[1]
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
if y>20 then
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
bins[(x+18)/4] += 1
balls = balls[2..$]
<span style="color: #008080;">function</span> <span style="color: #000000;">timer_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
end if
<span style="color: #004080;">integer</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">=</span><span style="color: #000000;">9</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">dx</span>
end if
<span style="color: #008080;">if</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">then</span>
for i=1 to length(balls) do
<span style="color: #0000FF;">{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">balls</span><span style="color: #0000FF;">[</span><span style="color: #000000;">1</span><span style="color: #0000FF;">]</span>
{x,y,dx} = balls[i]
<span style="color: #008080;">if</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">></span><span style="color: #000000;">20</span> <span style="color: #008080;">then</span>
if y>15 then
<span style="color: #004080;">integer</span> <span style="color: #000000;">bindx</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">18</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">4</span>
dx = 0
<span style="color: #000000;">bins</span><span style="color: #0000FF;">[</span><span style="color: #000000;">bindx</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">1</span>
elsif and_bits(y,1)=0 then
<span style="color: #000000;">balls</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">balls</span><span style="color: #0000FF;">[</span><span style="color: #000000;">2</span><span style="color: #0000FF;">..$]</span>
dx = {-1,+1}[rand(2)]
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
end if
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
balls[i] = {x+dx,y+1,dx}
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span>
end for
<span style="color: #0000FF;">{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">balls</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span>
if y>4 and brem!=0 then
<span style="color: #008080;">if</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">></span><span style="color: #000000;">15</span> <span style="color: #008080;">then</span>
brem -= 1
<span style="color: #000000;">dx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span>
balls = append(balls,{0,1,0})
<span style="color: #008080;">elsif</span> <span style="color: #7060A8;">and_bits</span><span style="color: #0000FF;">(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">)=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
end if
<span style="color: #000000;">dx</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">}[</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)]</span>
if brem=0 and length(balls)=0 then
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
IupSetAttribute(timershow,"RUN","NO")
<span style="color: #000000;">balls</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">+</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dx</span><span style="color: #0000FF;">}</span>
end if
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
IupUpdate(canvas)
<span style="color: #008080;">if</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">></span><span style="color: #000000;">4</span> <span style="color: #008080;">and</span> <span style="color: #000000;">brem</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
return IUP_IGNORE
<span style="color: #000000;">brem</span> <span style="color: #0000FF;">-=</span> <span style="color: #000000;">1</span>
end function
<span style="color: #000000;">balls</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">append</span><span style="color: #0000FF;">(</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">})</span>
 
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
function map_cb(Ihandle ih)
<span style="color: #008080;">if</span> <span style="color: #000000;">brem</span><span style="color: #0000FF;">=</span><span style="color: #000000;">0</span> <span style="color: #008080;">and</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">balls</span><span style="color: #0000FF;">)=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
cdcanvas = cdCreateCanvas(CD_IUP, ih)
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">timershow</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"RUN"</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"NO"</span><span style="color: #0000FF;">)</span>
cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas)
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
cdCanvasSetBackground(cddbuffer, CD_GREY)
<span style="color: #7060A8;">IupUpdate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span>
return IUP_DEFAULT
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_IGNORE</span>
end function
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
 
function esc_close(Ihandle /*ih*/, atom c)
<span style="color: #008080;">function</span> <span style="color: #000000;">map_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
if c=K_ESC then return IUP_CLOSE end if
<span style="color: #000000;">cdcanvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_IUP</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
return IUP_CONTINUE
<span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_DBUFFER</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
end function
<span style="color: #7060A8;">cdCanvasSetBackground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_GREY</span><span style="color: #0000FF;">)</span>
 
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
procedure main()
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
IupOpen()
 
<span style="color: #008080;">procedure</span> <span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
canvas = IupCanvas(NULL)
<span style="color: #7060A8;">IupOpen</span><span style="color: #0000FF;">()</span>
IupSetAttribute(canvas, "RASTERSIZE", "640x380")
IupSetCallback(canvas, "MAP_CB", Icallback("map_cb"))
<span style="color: #000000;">canvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupCanvas</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"RASTERSIZE=360x600"</span><span style="color: #0000FF;">)</span>
IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
<span style="color: #7060A8;">IupSetCallbacks</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #008000;">"MAP_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"map_cb"</span><span style="color: #0000FF;">),</span>
 
<span style="color: #008000;">"ACTION"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"redraw_cb"</span><span style="color: #0000FF;">)})</span>
timershow = IupTimer(Icallback("timer_cb"), 80)
 
<span style="color: #000000;">timershow</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupTimer</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"timer_cb"</span><span style="color: #0000FF;">),</span> <span style="color: #000000;">80</span><span style="color: #0000FF;">)</span>
dlg = IupDialog(canvas)
IupSetAttribute(dlg, "TITLE", TITLE)
<span style="color: #000000;">dlg</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupDialog</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">`TITLE="%s"`</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">TITLE</span><span style="color: #0000FF;">})</span>
IupSetCallback(dlg, "K_ANY", Icallback("esc_close"))
 
<span style="color: #7060A8;">IupShow</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span>
IupShow(dlg)
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span>
IupSetAttribute(canvas, "RASTERSIZE", NULL)
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
IupMainLoop()
<span style="color: #7060A8;">IupMainLoop</span><span style="color: #0000FF;">()</span>
IupClose()
<span style="color: #7060A8;">IupClose</span><span style="color: #0000FF;">()</span>
end procedure
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
 
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
main()</lang>
<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<!--</syntaxhighlight>-->
 
=={{header|PicoLisp}}==
<langsyntaxhighlight PicoLisplang="picolisp">(de galtonBox (Pins Height)
(let (Bins (need (inc (* 2 Pins)) 0) X 0 Y 0)
(until (= Height (apply max Bins))
Line 2,203 ⟶ 3,318:
(prin (if (>= B H) "o" " ")) )
(prinl) )
(wait 200) ) ) )</langsyntaxhighlight>
Test:
<syntaxhighlight lang PicoLisp="picolisp">(galtonBox 9 11)</langsyntaxhighlight>
{{Out}}
<pre># Snapshot after a few seconds:
Line 2,254 ⟶ 3,369:
=={{header|Prolog}}==
Works with SWI-Prolog and XPCE.[[File:Prolog_Galton_Box_1.png|thumb|Sample display of Prolog solution]]
<langsyntaxhighlight Prologlang="prolog">:- dynamic tubes/1.
:- dynamic balls/2.
:- dynamic stop/1.
Line 2,452 ⟶ 3,567:
send(Ch, append, T),
send(D, display, T))).
</syntaxhighlight>
</lang>
 
=={{header|PureBasic}}==
{{trans|Unicon}}
[[File:PureBasic_galtonbox.png|thumb|Sample display of PureBasic solution]]
<langsyntaxhighlight lang="purebasic">Global pegRadius, pegSize, pegSize2, height, width, delay, histogramSize, ball
 
Procedure eventLoop()
Line 2,583 ⟶ 3,698:
If Not galton(pegRows): Break: EndIf
Next
Repeat: eventLoop(): ForEver</langsyntaxhighlight>
 
=={{header|Python}}==
<langsyntaxhighlight Pythonlang="python">#!/usr/bin/python
 
import sys, os
Line 2,669 ⟶ 3,785:
 
if __name__=="__main__":
main()</langsyntaxhighlight>
 
=={{header|Racket}}==
Line 2,675 ⟶ 3,791:
Multiple balls are added each step, but they do not collide.
 
<syntaxhighlight lang="racket">
<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))
Line 2,794 ⟶ 3,910:
(on-tick (λ (ps) (tock height ps)) 0.5)
(to-draw (λ (ps) (draw height ps)))))
</syntaxhighlight>
</lang>
 
=={{header|Raku}}==
(formerly Perl 6)
[[File:Galton_box_perl6.gif|thumb|UPPER HALF BLOCK and LOWER HALF BLOCK alternate to give a somewhat smooth animation.]]
{{works with|rakudo|2015-09-12}}
<syntaxhighlight lang="raku" line>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);
}</syntaxhighlight>
 
=={{header|REXX}}==
The REXX version displays an ASCII version of a working Galton box.
 
Balls are dropped continuously &nbsp; (up to a number specified or the default), &nbsp; the default is enough rows of
<br>pins to fill the top &nbsp; <big><sup>1</sup>/<sub>3</sub></big> &nbsp; rows of the terminal screen.
<syntaxhighlight 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) )</syntaxhighlight>
Programming note: &nbsp; the last seven lines of this REXX program are some general purpose (boilerplate code) that, among other things, finds:
::* &nbsp; the REXX program's filename, filetype (file extension), and filemode (and/or path)
::* &nbsp; if the user wants documentation presented (not germane to this REXX program)
::* &nbsp; the environment name (not germane)
::* &nbsp; what command to be used to clear the terminal screen
::* &nbsp; the name of the operating system being used (not germane)
::* &nbsp; the name of the REXX interpreter being used (not germane)
::* &nbsp; 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. &nbsp; As such, the boilerplate code isn't commented and isn't intended to be a teaching tool.
 
This REXX program makes use of &nbsp; '''SCRSIZE''' &nbsp; REXX program (or
BIF) which is used to determine the screen
<br>width and depth of the terminal (console). &nbsp; Some REXXes don't have this BIF.
 
The &nbsp; '''SCRSIZE.REX''' &nbsp; REXX program is included here &nbsp; ───► &nbsp; [[SCRSIZE.REX]].
 
The terminal size used for this display was &nbsp; '''64'''<small>x</small>'''96'''.
 
{{out|output|text=&nbsp; when the REXX program was "stopped" by using the inputs of &nbsp; &nbsp; <tt> , , 100 </tt> &nbsp; so as to freeze the program to capture a screenshot:}}
 
(Shown at &nbsp; <big>'''<sup>2</sup>/<sub>3</sub>'''</big> &nbsp; size.)
 
<pre style="font-size:67%">
☼· step 100
 
·☼·
 
· ·☼·
 
· ·☼· ·
 
☼· · · · ·
 
· · ·☼· · ·
 
·☼· · · · · ·
 
· · · · ·☼· · ·
 
· · · · · · ·☼· ·
 
· · ·☼· · · · · · ·
 
· · · ·☼· · · · · · ·
 
· · · ·☼· · · · · · · ·
 
· · ·☼· · · · · · · · · ·
 
· · · · · · · ·☼· · · · · ·
 
· · · · · · ·☼· · · · · · · ·
 
 
 
 
 
 
 
 
 
 
 
 
 
 
☼ ☼ ☼
☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
press ENTER ···
</pre>
{{out|output|text=&nbsp; when using the above inputs; &nbsp; this is the final screenshot:}}
 
(Shown at &nbsp; <big>'''<sup>2</sup>/<sub>3</sub>'''</big> &nbsp; size.)
 
<pre style="font-size:67%">
· step 350
 
· ·
 
· · ·
 
· · · ·
 
· · · · ·
 
· · · · · ·
 
· · · · · · ·
 
· · · · · · · ·
 
· · · · · · · · ·
 
· · · · · · · · · ·
 
· · · · · · · · · · ·
 
· · · · · · · · · · · ·
 
· · · · · · · · · · · · ·
 
· · · · · · · · · · · · · ·
 
· · · · · · · · · · · · · · ·
 
☼ ☼
☼ ☼
☼ ☼ ☼
☼ ☼ ☼
☼ ☼ ☼
☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼ ☼
</pre>
 
=={{header|Ruby}}==
{{libheader|Shoes}}
[[File:galtonbox.shoes.png|thumb|Sample display of Ruby solution]]
<langsyntaxhighlight lang="ruby">$rows_of_pins = 12
$width = $rows_of_pins * 10 + ($rows_of_pins+1)*14
 
Line 2,875 ⟶ 4,368:
end
end
end</langsyntaxhighlight>
 
=={{header|Tcl}}==
{{trans|C}}
<langsyntaxhighlight lang="tcl">package require Tcl 8.6
 
oo::class create GaltonBox {
Line 2,979 ⟶ 4,472:
board show
if {[board step]} {after 60} break
}</langsyntaxhighlight>
After a sample run with input parameters <tt>10 55</tt>:
<pre>
Line 3,039 ⟶ 4,532:
</pre>
There is a much more comprehensive solution to this on the [http://wiki.tcl.tk/8825 Tcler's Wiki].<!-- Too long to reproduce here -->
 
=={{header|Wren}}==
{{trans|D}}
{{libheader|Wren-iterate}}
<syntaxhighlight lang="wren">import "random" for Random
import "./iterate" for Reversed
 
var boxW = 41 // Galton box width.
var boxH = 37 // Galton box height.
var pinsBaseW = 19 // Pins triangle base.
var nMaxBalls = 55 // Number of balls.
 
var centerH = pinsBaseW + (boxW - pinsBaseW * 2 + 1) / 2 - 1
var Rand = Random.new()
 
class Cell {
static EMPTY { " " }
static BALL { "o" }
static WALL { "|" }
static CORNER { "+" }
static FLOOR { "-" }
static PIN { "." }
}
 
/* Galton box. Will be printed upside down. */
var Box = List.filled(boxH, null)
for (i in 0...boxH) Box[i] = List.filled(boxW, Cell.EMPTY)
 
class Ball {
construct new(x, y) {
if (Box[x][y] != Cell.EMPTY) Fiber.abort("The cell at (x, y) is not empty.")
Box[y][x] = Cell.BALL
_x = x
_y = y
}
 
doStep() {
if (_y <= 0) return // Reached the bottom of the box.
var cell = Box[_y - 1][_x]
if (cell == Cell.EMPTY) {
Box[_y][_x] = Cell.EMPTY
_y = _y - 1
Box[_y][_x] = Cell.BALL
} else if (cell == Cell.PIN) {
Box[_y][_x] = Cell.EMPTY
_y = _y - 1
if (Box[_y][_x - 1] == Cell.EMPTY && Box[_y][_x + 1] == Cell.EMPTY) {
_x = _x + Rand.int(2) * 2 - 1
Box[_y][_x] = Cell.BALL
return
} else if (Box[_y][_x - 1] == Cell.EMPTY){
_x = _x + 1
} else _x = _x - 1
Box[_y][_x] = Cell.BALL
} else {
// It's frozen - it always piles on other balls.
}
}
}
 
var initializeBox = Fn.new {
// Set ceiling and floor:
Box[0][0] = Cell.CORNER
Box[0][boxW - 1] = Cell.CORNER
for (i in 1...boxW - 1) Box[0][i] = Cell.FLOOR
for (i in 0...boxW) Box[boxH - 1][i] = Box[0][i]
 
// Set walls:
for (r in 1...boxH - 1) {
Box[r][0] = Cell.WALL
Box[r][boxW - 1] = Cell.WALL
}
// Set pins:
for (nPins in 1..pinsBaseW) {
for (pin in 0...nPins) {
Box[boxH - 2 - nPins][centerH + 1 - nPins + pin * 2] = Cell.PIN
}
}
}
 
var drawBox = Fn.new() {
for (row in Reversed.new(Box, 1)) {
for (c in row) System.write(c)
System.print()
}
}
 
initializeBox.call()
var balls = []
for (i in 0...nMaxBalls + boxH) {
System.print("\nStep %(i):")
if (i < nMaxBalls) balls.add(Ball.new(centerH, boxH - 2)) // Add ball.
drawBox.call()
 
// Next step for the simulation.
// Frozen balls are kept in balls list for simplicity
for (b in balls) b.doStep()
}</syntaxhighlight>
 
{{out}}
Sample output, showing the last step only:
<pre>
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 |
+---------------------------------------+
</pre>
 
=={{header|XPL0}}==
Line 3,044 ⟶ 4,679:
This ''Peeks'' into some IBM-PC specific locations and hence is not entirely portable.
 
<langsyntaxhighlight XPL0lang="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
Line 3,076 ⟶ 4,711:
Sound(0, 3, 1); \delay about 1/6 second
until KeyHit; \continue until a key is struck
]</langsyntaxhighlight>
 
{{Out}}
Line 3,107 ⟶ 4,742:
 
=={{header|Yabasic}}==
<langsyntaxhighlight Yabasiclang="yabasic">bola$ = "0000ff"
obst$ = "000000"
 
Line 3,166 ⟶ 4,801:
next n
loop
</syntaxhighlight>
</lang>
 
=={{header|Zig}}==
<syntaxhighlight lang="zig">const std = @import("std");
const rand = std.rand;
const time = std.time;
 
const PEG_LINES = 20;
const BALLS = 10;
 
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(@bitCast(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 {
const stdout = 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 < PEG_LINES + BALLS + 1) : (i += 1) {
if (i < BALLS) board[0] = 1;
 
try printBoard(&board, &bottom_count);
stepBoard(&board, &bottom_count);
time.sleep(150000000);
}
}</syntaxhighlight>
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