How to resolve the algorithm Sieve of Eratosthenes step by step in the Scratch programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Sieve of Eratosthenes step by step in the Scratch 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 Sieve of Eratosthenes 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 Scratch programming language
Source code in the scratch programming language
when clicked
broadcast: fill list with zero (0) and wait
broadcast: put one (1) in list of multiples and wait
broadcast: fill primes where zero (0 in list
when I receive: fill list with zero (0)
delete all of primes
delete all of list
set i to 0
set maximum to 25
repeat maximum
add 0 to list
change i by 1
{end repeat}
when I receive: put ones (1) in list of multiples
set S to sqrt of maximum
set i to 2
set k to 0
repeat S
change J by 1
set i to 2
repeat until i > 100
if not (i = J) then
if item i of list = 0 then
set m to (i mod J)
if (m = 0) then
replace item i of list with 1
{end repeat until}
change i by 1
set k to 1
delete all of primes
{end repeat}
set J to 1
when I receive: fill primes where zeros (0) in list
repeat maximum
if (item k of list) = 0 then
add k to primes
set k to (k + 1)
{end repeat}
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