How to resolve the algorithm Sierpinski triangle step by step in the REXX programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Sierpinski triangle step by step in the REXX programming language
Table of Contents
Problem Statement
Produce an ASCII representation of a Sierpinski triangle of order N.
The Sierpinski triangle of order 4 should look like this:
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Sierpinski triangle step by step in the REXX programming language
Source code in the rexx programming language
/*REXX program constructs and displays a Sierpinski triangle of up to around order 10k.*/
parse arg n mark . /*get the order of Sierpinski triangle.*/
if n=='' | n=="," then n=4 /*Not specified? Then use the default.*/
if mark=='' then mark= "*" /*MARK was specified as a character. */
if length(mark)==2 then mark=x2c(mark) /* " " " in hexadecimal. */
if length(mark)==3 then mark=d2c(mark) /* " " " " decimal. */
numeric digits 12000 /*this should handle the biggy numbers.*/
/* [↓] the blood-'n-guts of the pgm. */
do j=0 for n*4; !=1; z=left('', n*4 -1-j) /*indent the line to be displayed. */
do k=0 for j+1 /*construct the line with J+1 parts. */
if !//2==0 then z=z' ' /*it's either a blank, or ··· */
else z=z mark /* ··· it's one of 'em thar characters.*/
!=! * (j-k) % (k+1) /*calculate handy-dandy thing-a-ma-jig.*/
end /*k*/ /* [↑] finished constructing a line. */
say z /*display a line of the triangle. */
end /*j*/ /* [↑] finished showing triangle. */
/*stick a fork in it, we're all done. */
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