Hi,

for some examples of J coding you can look at : :

https://github.com/jitwit/aoc

I found his site while playing at Advent of Code.


Jimmy




On Sun, Dec 6, 2020 at 7:44 PM bill lam <[email protected]> wrote:

> you can use OOP class, object. They are implemented with locale. This is
> close enough to C structure. See labs.
>
>
>
> On Mon, Dec 7, 2020, 5:53 AM emacstheviking <[email protected]> wrote:
>
> > Rob and Raul..
> >
> > Thanks chaps for the comments...the first thing I need to do is write
> > -something- that does something and then  go from there.
> > It's not really a maths problem... well, in a way everything is maths I
> > guess but I am wanting to learn J and to write a game with it and that's
> > pretty much it.
> >
> > I'll post some progress somewhere someday...
> >
> > Thanks again
> > Sean
> >
> >
> > On Sun, 6 Dec 2020 at 21:41, 'Rob Hodgkinson' via Programming <
> > [email protected]> wrote:
> >
> > > Sean, the data structures in J work brilliantly for mathematical array
> > > type problems.
> > >
> > > When the data framework  you are seeking is more “structured” (akin to
> > > Tables and Columns, or Keys and Values), then a more suited structure
> > might
> > > require “jdb” for example (which makes use of boxing “tuples”).
> > > This is a J compatible structured database for tables and columns.
> > >
> > > It really depends on the problem you are solving, for example for
> Advent
> > > of Code or other coding challenges they are usually mathematical in
> > nature
> > > and the J arrays are perfect, as they can be rectangular arrays
> (matrices
> > > etc) or nested arrays (boxed) so there is a lot of flexibility.
> > >
> > > With that in mind, I suggest learn the tools and then consider the
> > > structure depending on the nature of the problem, but they are pretty
> > well
> > > all there for you to use.
> > >
> > > HTH Rob
> > >
> > > > On 7 Dec 2020, at 7:50 am, emacstheviking <[email protected]> wrote:
> > > >
> > > > Hauke,
> > > > Thanks for your comments. I have been scribbling notes on howto go
> > about
> > > > it, my initial thoughts are that I need:
> > > >
> > > > genstar =: 3 : 0
> > > >    generates an array of random numbers: initial x, initial y, dy,
> type
> > > >
> > > > updstar =: 3 : 0
> > > >    in-place updates y by adding dy*timer interval
> > > >    if y is off screen then randomly reset this entry with y=0
> > > >
> > > > Ha! This is going to be a lot of fun...
> > > >
> > > >
> > > >
> > > >
> > > > On Sun, 6 Dec 2020 at 20:36, Hauke Rehr <[email protected]>
> > wrote:
> > > >
> > > >> If the atoms of x, y and dy are all numbers (or tuples thereofª),
> > > >> you can use a 3(or moreª)×(whatever common shape they have) array.
> > > >> Index into them along the correct axes, and you’ll get
> > > >> back (or modify) a triplet (or triplets) (again, or moreª).
> > > >>
> > > >> And updating ought to be done in place as much as possible.
> > > >> You don’t do updating most of the time, but when you need to,
> > > >> do it in place if at all possible.
> > > >> You’re guaranteed to work in place if you immediately assign
> > > >> back to the name of the structure you amend, for example.
> > > >> Also, take a look at the special combinations.
> > > >> Personally, I avoid boxing as much as possible.
> > > >>
> > > >> Then again, that’s just my thoughts and I’m far from
> > > >> as experienced as the average person on this list, I guess.
> > > >>
> > > >> Am 06.12.20 um 21:13 schrieb emacstheviking:
> > > >>> What's the conventional wisdom / best practice on defining data
> > > >> structures
> > > >>> for an application?
> > > >>>
> > > >>> Given there is no explicit keyword/operator support like C (typdef,
> > > >>> struct)  is it merely a case of convention and using boxed
> > structures.
> > > I
> > > >>> have read several operators that can modify structures both as new
> > > >> aliased
> > > >>> copies and in-place modifications but I do not have the experience
> > > with J
> > > >>> to know what's efficient at run time in time / memory etc.
> > > >>>
> > > >>> My specific use case is that of a vertically scrolling star
> field...
> > I
> > > >>> intend to recreate and hopeful extend the tiny little game I wrote
> > but
> > > >>> never finished, screenshot here:
> > > >>> http://seancharles.xyz/posts/2019-10-06-all-at-c.html
> > > >>>
> > > >>> In that I had a struct that had the x, y, dy and type values but it
> > > seems
> > > >>> to me that given that J is all about arrays, it might be more
> > efficient
> > > >>> using parallel arrays i.e. x array, y array, dy array etc.
> > > >>>
> > > >>> Also, given that the state is being updated in a tight event loop
> > using
> > > >> the
> > > >>> time differential between frames to calculate the step motion (i.e.
> > CPU
> > > >>> speed independently), what are your thoughts on immutable updates
> > > >> producing
> > > >>> new arrays or updating in place ?
> > > >>>
> > > >>> Thanks,
> > > >>> Sean.
> > > >>>
> > ----------------------------------------------------------------------
> > > >>> For information about J forums see
> > http://www.jsoftware.com/forums.htm
> > > >>>
> > > >>
> > > >> --
> > > >> ----------------------
> > > >> mail written using NEO
> > > >> neo-layout.org
> > > >>
> > > >>
> ----------------------------------------------------------------------
> > > >> For information about J forums see
> > http://www.jsoftware.com/forums.htm
> > > >>
> > > >
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> > >
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> >
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