How to resolve the algorithm Sierpinski arrowhead curve step by step in the Quackery programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Sierpinski arrowhead curve step by step in the Quackery programming language
Table of Contents
Problem Statement
Produce a graphical or ASCII-art representation of a Sierpinski arrowhead curve of at least order 3.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Sierpinski arrowhead curve step by step in the Quackery programming language
Source code in the quackery programming language
[ $ "turtleduck.qky" loadfile ] now!
[ stack ] is switch.arg ( --> [ )
[ switch.arg put ] is switch ( x --> )
[ switch.arg release ] is otherwise ( --> )
[ switch.arg share
!= iff ]else[ done
otherwise ]'[ do ]done[ ] is case ( x --> )
[ $ "" swap witheach
[ nested quackery join ] ] is expand ( $ --> $ )
[ $ "L" ] is L ( $ --> $ )
[ $ "R" ] is R ( $ --> $ )
[ $ "BLALB" ] is A ( $ --> $ )
[ $ "ARBRA" ] is B ( $ --> $ )
$ "A"
6 times expand
turtle
10 frames
witheach
[ switch
[ char L case [ -1 6 turn ]
char R case [ 1 6 turn ]
otherwise [ 4 1 walk ] ] ]
1 frames
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