15-212 SL Student Library

  • Arvind Jairam and Brandon Chang : This program inputs the user for an integer n and outputs the nth Fibonacci number. The algorithm used is iterative and very fast; it is _not_ the traditional recursive one.
  • Sandra Yoon and Jason McKesson
  • Nancy Chacko and Sreekar Gadde: Find the Fibannoci numbers using an input file with the fib numbers you want to find ending with a negative number. Have fun!
  • Jeffrey S. Chan and Christophey W. Mack : A small "Rock Paper Scissors" game. Enter 1 for rock, 2 for scissors, 3 for paper or 9 to quit. 1 is a win, 0 a loss.
  • Kary Myers and Bill Slease: Mastermind - First user picks a key (4-digits 0-9). Second user has ten guesses to figure out the key. Computer indicates a '2' for a correct digit in a correct spot, a '1' for a correct digit in an incorrect spot. Guesses and keys smaller than 4 digits are assumed to be preceded by the appropriate number of zeroes.
  • Andy Modrovich and Sahala Swenson: Connect Four
  • John Cressman and Jon Daley: Blackjack. You are player 1, Dealer is player 2.
    You must enter a seed to start the random generator each time
    the game is run.
  • Chris Adiletta and Josh Walstrom: Simple program that tries to form a communication between program and user by playing a simplistic game of guess the number.
  • Rajen Raheja and Adam Ratana: Connect Four, baby
  • Sumit Lohia and Colleen Margaret Baker : Program shows the difference in running times of a NP and a P version of Fibonacci generating algorithms.
  • Andre Violentyev and Jie Zou:This programm asks the user for an integer in decimal format and converts that integer into a binary format number. Impressive, yes?
  • Erin Burr and Herain Oberoi: This is the standard Towers of Hanoi problem. each line of output contains a number with 2 digits. The first digit is the starting peg number. all disks start on peg 1 and eventually will end up on disk 3. disk 2 is the transition peg in this case. the second digit is where the disk will end up. any number less than 1 entered as the depth of the tower will terminate the program.
  • Description of rowlett-sanner.sl

  • Jonathan M. Rowlett and Scott P. Sanner: This program simulates the use of a simple cipher wheel. Instead of using the alphabet, the program uses numbers 0-25 to represent each letter. Upon entering the program, it prompts for a key. This key represents the initial position of the inner disc. The program then prompts to either encipher text or decipher text. Entering a one sets the program to encipher mode; otherwise, the program will decipher text. Type the stream of input to either encrypt or decrypt using numbers 0-25 to represent each character in the alphabet. Terminate with a number greater than 25.
  • Peter Kioko and Robert Rumpf: Generates first n Fibonacci numbers.
  • Sean A Householder and Alexander J Kutner:This program will figure out the Fibonacci value of a given number if you input a 1 before your number. It can also find the prime factorization of a number if you enter a 2 first. If a negative number is entered at any time the program will exit. The program also outputs a useless line of one's if you do not enter a valid number for your choice of functions.
  • Susumu Harada and Toi Wa Lee: The cool program takes two non-negative integers and finds the least common mulitple of the two.
  • Tobin Coziahr and Luke McCullough : Takes an integer in an input file and returns the factorial.
  • Peter Cunningham and Amit Dhuleshia and Kaushik Merchant : outputs sum of 2 numbers
  • Suman Grandhi and Raymond Thng : NUMBER PUZZLE!! This is the game where you are given a board of 9 squares and all of the numbers are out of order. One of the squares is empty, but will be represented by the number 9 (due to the limitations of SL). You need to get the board from it's scrambled state to this: 123 456 789 You will be able to control which way the number nine piece will move. Use the keypad with number lock on to move in these directions: (depending on terminal, you may not get the keypad to work, so use the number keys) 8 - UP 2 - DOWN 4 - LEFT 6 - RIGHT 5 - RESET and SCRAMBLE BOARD Also, at the begining, you will be asked to enter a number for scramble key. Enter any positive number, to help scramble the pieces. This scramble function will come up with 10 different board configurations, however a better scramble function can be easily written. For example, to move the square with the number 9 in it upward: 156 ---------------> 196 294 ---> press 8 --> 254 783 ---------------> 783 The 9 and the number in the square above it swapped since 8 (UP) was pressed. Continue until you order all of the pieces. If you make an illegal move, then the program will output -1 and will ask you to reenter a move. Have fun!! written by: Suman Grandhi and Raymond Thng
  • Kok Sum Sam Kwong and Paul Scheiblich:Factorial
  • Patrick Chiu and Kevin Shiue: This is a version of the Game of Life (takes one large number as input). Try to figure out what each number [0-9] does.
  • Bryan Holland-Minkley and Christopher Verburg: A Tic-Tac-Toe program where the computer controls the second player
  • Adi Zukerman and Dan Robinson: Factorial Program: Computes the factorial of any numer. Limited by memory.