How to resolve the algorithm Sieve of Eratosthenes step by step in the BQN programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Sieve of Eratosthenes step by step in the BQN programming language
Table of Contents
Problem Statement
The Sieve of Eratosthenes is a simple algorithm that finds the prime numbers up to a given integer.
Implement the ย Sieve of Eratosthenes ย algorithm, with the only allowed optimization that the outer loop can stop at the square root of the limit, and the inner loop may start at the square of the prime just found. That means especially that you shouldn't optimize by using pre-computed wheels, i.e. don't assume you need only to cross out odd numbers (wheel based on 2), numbers equal to 1 or 5 modulo 6 (wheel based on 2 and 3), or similar wheels based on low primes. If there's an easy way to add such a wheel based optimization, implement it as an alternative version.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Sieve of Eratosthenes step by step in the BQN programming language
Source code in the bqn programming language
Primes โ {
๐ฉโค2 ? โ0 ; # No primes below 2
p โ ๐โโnโ๐ฉ # Initial primes by recursion
b โ 2โคโn # Initial sieve: no 0 or 1
E โ {โโโโพ((๐ฉร๐ฉ+โข)โผ)n} # Multiples of ๐ฉ under n, starting at ๐ฉร๐ฉ
/ b Eโธ{0ยจโพ(๐จโธโ)๐ฉ}ยด p # Cross them out
}
Primes 100
โจ 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 73 79 83 89 97 โฉ
โ โPrimesยจ 10โโ7 # Number of primes below 1e0, 1e1, ... 1e6
โจ 0 4 25 168 1229 9592 78498 โฉ
You may also check:How to resolve the algorithm Extend your language step by step in the Scala programming language
You may also check:How to resolve the algorithm Cyclops numbers step by step in the Go programming language
You may also check:How to resolve the algorithm Caesar cipher step by step in the Hoon programming language
You may also check:How to resolve the algorithm Morse code step by step in the Racket programming language
You may also check:How to resolve the algorithm Horner's rule for polynomial evaluation step by step in the Sidef programming language