Initial class construction

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João Narciso
2019-05-06 16:34:28 +02:00
parent 67f2d57e03
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The macros in the maze, hanoi and urm directories can be used to test Vim for
vi compatibility. They have been written for vi to show its unlimited
possibilities. The life macros can be used for performance comparisons.
hanoi Macros that solve the tower of hanoi problem.
life Macros that run Conway's game of life.
maze Macros that solve a maze (amazing!).
urm Macros that simulate a simple computer: "Universal Register Machine"
The other files contain some handy utilities. They also serve as examples for
how to use Vi and Vim functionality.
less.sh + less.vim make Vim work like less (or more)
The following have been moved to an optional package. Add the command to your
vimrc file to use the package:
packadd! dvorak " Dvorak keyboard support; adds mappings
packadd! editexisting " when editing a file that is already edited with
" another Vim instance, go to that Vim instance
packadd! justify " justifying text.
packadd! matchit " makes the % command work better
packadd! shellmenu " menus for editing shell scripts in the GUI version
packadd! swapmouse " swap left and right mouse buttons

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" Load the editexisting package.
" For those users who were loading the editexisting plugin from here.
packadd editexisting

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See Vim solve the towers of Hanoi!
Instructions:
type ":so hanoi.vim<RETURN>" to load the macros
type "g" to start it
and watch it go.
to quit type ":q!<RETURN>"
to interrupt type CTRL-C
(This text will disappear as soon as you type "g")

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set remap
set noterse
set wrapscan
" to set the height of the tower, change the digit in the following
" two lines to the height you want (select from 1 to 9)
map t 7
map! t 7
map L 1G/t
X/^0
$P1GJ$An$BGC0e$X0E0F$X/T
@f
@h
$A1GJ@f0l$Xn$PU
map g IL
map J /^0[^t]*$
map X x
map P p
map U L
map A "fyl
map B "hyl
map C "fp
map e "fy2l
map E "hp
map F "hy2l
" initialisations:
" KM cleanup buffer
" Y create tower of desired height
" NOQ copy it and inster a T
" NO copy this one
" S change last char into a $
" R change last char in previous line into a n
" T insert two lines containing a zero
" V add a last line containing a backslash
map I KMYNOQNOSkRTV
"create empty line
map K 1Go
"delete to end of file
map M dG
"yank one line
map N yy
"put
map O p
"delete more than height-of-tower characters
map q tllD
"create a tower of desired height
map Y o0123456789Z0q
"insert a T in column 1
map Q 0iT
"substitute last character with a n
map R $rn
"substitute last character with a $
map S $r$

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Article 2913 of alt.sources:
Path: oce-rd1!hp4nl!mcsun!uunet!munnari.oz.au!metro!cluster!swift!softway!otc!gregm
From: gregm@otc.otca.oz.au (Greg McFarlane)
Newsgroups: comp.sources.d,alt.sources,comp.editors
Subject: VI SOLVES HANOI
Message-ID: <2323@otc.otca.oz>
Date: 19 Feb 91 01:32:14 GMT
Sender: news@otc.otca.oz
Reply-To: gregm@otc.otca.oz.au (Greg McFarlane)
Organization: OTC Development Unit, Australia
Lines: 80
Xref: oce-rd1 comp.sources.d:5702 alt.sources:2913 comp.editors:2313
Submitted-by: gregm@otc.otca.oz.au
Archive-name: hanoi.vi.macros/part01
Everyone seems to be writing stupid Tower of Hanoi programs.
Well, here is the stupidest of them all: the hanoi solving vi macros.
Save this article, unshar it, and run uudecode on hanoi.vi.macros.uu.
This will give you the macro file hanoi.vi.macros.
Then run vi (with no file: just type "vi") and type:
:so hanoi.vi.macros
g
and watch it go.
The default height of the tower is 7 but can be easily changed by editing
the macro file.
The disks aren't actually shown in this version, only numbers representing
each disk, but I believe it is possible to write some macros to show the
disks moving about as well. Any takers?
(For maze solving macros, see alt.sources or comp.editors)
Greg

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" Load the justify package.
" For those users who were loading the justify plugin from here.
packadd justify

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@echo off
rem batch file to start Vim with less.vim.
rem Read stdin if no arguments were given.
rem Written by Ken Takata.
if "%1"=="" (
vim --cmd "let no_plugin_maps = 1" -c "runtime! macros/less.vim" -
) else (
vim --cmd "let no_plugin_maps = 1" -c "runtime! macros/less.vim" %*
)

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#!/bin/sh
# Shell script to start Vim with less.vim.
# Read stdin if no arguments were given and stdin was redirected.
if test -t 1; then
if test $# = 0; then
if test -t 0; then
echo "Missing filename" 1>&2
exit
fi
vim --cmd 'let no_plugin_maps = 1' -c 'runtime! macros/less.vim' -
else
vim --cmd 'let no_plugin_maps = 1' -c 'runtime! macros/less.vim' "$@"
fi
else
# Output is not a terminal, cat arguments or stdin
if test $# = 0; then
if test -t 0; then
echo "Missing filename" 1>&2
exit
fi
cat
else
cat "$@"
fi
fi

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" Vim script to work like "less"
" Maintainer: Bram Moolenaar <Bram@vim.org>
" Last Change: 2017 Mar 31
" Avoid loading this file twice, allow the user to define his own script.
if exists("loaded_less")
finish
endif
let loaded_less = 1
" If not reading from stdin, skip files that can't be read.
" Exit if there is no file at all.
if argc() > 0
let s:i = 0
while 1
if filereadable(argv(s:i))
if s:i != 0
sleep 3
endif
break
endif
if isdirectory(argv(s:i))
echomsg "Skipping directory " . argv(s:i)
elseif getftime(argv(s:i)) < 0
echomsg "Skipping non-existing file " . argv(s:i)
else
echomsg "Skipping unreadable file " . argv(s:i)
endif
echo "\n"
let s:i = s:i + 1
if s:i == argc()
quit
endif
next
endwhile
endif
set nocp
syntax on
set so=0
set hlsearch
set incsearch
nohlsearch
" Don't remember file names and positions
set viminfo=
set nows
" Inhibit screen updates while searching
let s:lz = &lz
set lz
" Allow the user to define a function, which can set options specifically for
" this script.
if exists('*LessInitFunc')
call LessInitFunc()
endif
" Used after each command: put cursor at end and display position
if &wrap
noremap <SID>L L0:redraw<CR>:file<CR>
au VimEnter * normal! L0
else
noremap <SID>L Lg0:redraw<CR>:file<CR>
au VimEnter * normal! Lg0
endif
" When reading from stdin don't consider the file modified.
au VimEnter * set nomod
" Can't modify the text
set noma
" Give help
noremap h :call <SID>Help()<CR>
map H h
fun! s:Help()
echo "<Space> One page forward b One page backward"
echo "d Half a page forward u Half a page backward"
echo "<Enter> One line forward k One line backward"
echo "G End of file g Start of file"
echo "N% percentage in file"
echo "\n"
echo "/pattern Search for pattern ?pattern Search backward for pattern"
echo "n next pattern match N Previous pattern match"
if &foldmethod != "manual"
echo "\n"
echo "zR open all folds zm increase fold level"
endif
echo "\n"
echo ":n<Enter> Next file :p<Enter> Previous file"
echo "\n"
echo "q Quit v Edit file"
let i = input("Hit Enter to continue")
endfun
" Scroll one page forward
noremap <script> <Space> :call <SID>NextPage()<CR><SID>L
map <C-V> <Space>
map f <Space>
map <C-F> <Space>
map <PageDown> <Space>
map <kPageDown> <Space>
map <S-Down> <Space>
" If 'foldmethod' was changed keep the "z" commands, e.g. "zR" to open all
" folds.
if &foldmethod == "manual"
map z <Space>
endif
map <Esc><Space> <Space>
fun! s:NextPage()
if line(".") == line("$")
if argidx() + 1 >= argc()
" Don't quit at the end of the last file
return
endif
next
1
else
exe "normal! \<C-F>"
endif
endfun
" Re-read file and page forward "tail -f"
map F :e<CR>G<SID>L:sleep 1<CR>F
" Scroll half a page forward
noremap <script> d <C-D><SID>L
map <C-D> d
" Scroll one line forward
noremap <script> <CR> <C-E><SID>L
map <C-N> <CR>
map e <CR>
map <C-E> <CR>
map j <CR>
map <C-J> <CR>
map <Down> <CR>
" Scroll one page backward
noremap <script> b <C-B><SID>L
map <C-B> b
map <PageUp> b
map <kPageUp> b
map <S-Up> b
map w b
map <Esc>v b
" Scroll half a page backward
noremap <script> u <C-U><SID>L
noremap <script> <C-U> <C-U><SID>L
" Scroll one line backward
noremap <script> k <C-Y><SID>L
map y k
map <C-Y> k
map <C-P> k
map <C-K> k
map <Up> k
" Redraw
noremap <script> r <C-L><SID>L
noremap <script> <C-R> <C-L><SID>L
noremap <script> R <C-L><SID>L
" Start of file
noremap <script> g gg<SID>L
map < g
map <Esc>< g
map <Home> g
map <kHome> g
" End of file
noremap <script> G G<SID>L
map > G
map <Esc>> G
map <End> G
map <kEnd> G
" Go to percentage
noremap <script> % %<SID>L
map p %
" Search
noremap <script> / H$:call <SID>Forward()<CR>/
if &wrap
noremap <script> ? H0:call <SID>Backward()<CR>?
else
noremap <script> ? Hg0:call <SID>Backward()<CR>?
endif
fun! s:Forward()
" Searching forward
noremap <script> n H$nzt<SID>L
if &wrap
noremap <script> N H0Nzt<SID>L
else
noremap <script> N Hg0Nzt<SID>L
endif
cnoremap <silent> <script> <CR> <CR>:cunmap <lt>CR><CR>zt<SID>L
endfun
fun! s:Backward()
" Searching backward
if &wrap
noremap <script> n H0nzt<SID>L
else
noremap <script> n Hg0nzt<SID>L
endif
noremap <script> N H$Nzt<SID>L
cnoremap <silent> <script> <CR> <CR>:cunmap <lt>CR><CR>zt<SID>L
endfun
call s:Forward()
cunmap <CR>
" Quitting
noremap q :q<CR>
" Switch to editing (switch off less mode)
map v :silent call <SID>End()<CR>
fun! s:End()
set ma
if exists('s:lz')
let &lz = s:lz
endif
unmap h
unmap H
unmap <Space>
unmap <C-V>
unmap f
unmap <C-F>
unmap z
unmap <Esc><Space>
unmap F
unmap d
unmap <C-D>
unmap <CR>
unmap <C-N>
unmap e
unmap <C-E>
unmap j
unmap <C-J>
unmap b
unmap <C-B>
unmap w
unmap <Esc>v
unmap u
unmap <C-U>
unmap k
unmap y
unmap <C-Y>
unmap <C-P>
unmap <C-K>
unmap r
unmap <C-R>
unmap R
unmap g
unmap <
unmap <Esc><
unmap G
unmap >
unmap <Esc>>
unmap %
unmap p
unmap n
unmap N
unmap q
unmap v
unmap /
unmap ?
unmap <Up>
unmap <Down>
unmap <PageDown>
unmap <kPageDown>
unmap <PageUp>
unmap <kPageUp>
unmap <S-Down>
unmap <S-Up>
unmap <Home>
unmap <kHome>
unmap <End>
unmap <kEnd>
endfun
" vim: sw=2

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To run the "Conway's game of life" macros:
1. Type ":so life.vim". This loads the macros.
2. Type "g" to run the macros.
3. Type CTRL-C to interrupt.
4. Type ":q!" to get out.
See life.vim for more advanced usage.

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" Macros to play Conway's Game of Life in vi
" Version 1.0m: edges wrap
" by Eli-the-Bearded Benjamin Elijah Griffin <vim@eli.users.panix.com>
" Sept 1996
" This file may be free distributed so long as these credits remain unchanged.
"
" Modified by Bram Moolenaar (Bram@vim.org), 1996 Sept 10
" - Made it quite a bit faster, but now needs search patterns in the text
" - Changed the order of mappings to top-down.
" - Made "g" run the whole thing, "C" run one generation.
" - Added support for any uppercase character instead of 'X'
"
" Rules:
" If a germ has 0 or 1 live neighbors it dies of loneliness
" If a germ has 2 or 3 live neighbors it survives
" If a germ has 4 to 8 live neighbors it dies of starvation
" If an empty box has 3 live neighbors a new germ is born
"
" A new born germ is an "A". Every generation it gets older: B, C, etc.
" A germ dies of old age when it reaches "Z".
"
" Notice the rules do not mention edges. This version has the edges wrap
" around. I have an earlier version that offers the option of live edges or
" dead edges. Email me if you are interested. -Eli-
"
" Note: This is slow! One generation may take up to ten minutes (depends on
" your computer and the vi version).
"
" Quite a lot of the messy stuff is to work around the vi error "Can't yank
" inside global/macro". Still doesn't work for all versions of vi.
"
" To use these macros:
"
" vi start vi/vim
"
" :so life.mac Source this file
"
" g 'g'o! runs everything until interrupted: "IR".
"
" I Initialize everything. A board will be drawn at the end
" of the current buffer. All line references in these macros
" are relative to the end of the file and playing the game
" can be done safely with any file as the current buffer.
"
" Change the left field with spaces and uppercase letters to suit
" your taste.
"
" C 'C'ompute one generation.
" + idem, time running one generation.
" R 'R'un 'C'ompute until interrupted.
" i<nr><Esc>z Make a number the only thing on the current line and use
" 'z' to time that many generations.
"
" Time to run 30 generations on my 233 AMD K6 (FreeBSD 3.0):
" vim 5.4 xterm 51 sec
" gvim 5.4 Athena 42 sec
" gvim 5.4 Motif 42 sec
" gvim 5.4 GTK 50 sec
" nvi 1.79 xterm 58 sec
" vi 3.7 xterm 2 min 30 sec
" Elvis 2.1 xterm 7 min 50 sec
" Elvis 2.1 X11 6 min 31 sec
"
" Time to run 30 generations on my 850 AMD Duron (FreeBSD 4.2):
" vim 5.8 xterm 21 sec
" vim 6.0 xterm 24 sec
" vim 6.0 Motif 32 sec
" nvi 1.79 xterm 29 sec
" vi 3.7 xterm 32 sec
" elvis 2.1.4 xterm 34 sec
"
" And now the macros, more or less in top-down order.
"
" ----- macros that can be used by the human -----
"
" 'g'o: 'I'nitialize and then 'R'un 'C'ompute recursively (used by the human)
map g IR
"
"
" 'R'un 'C'ompute recursively (used by the human and 'g'o)
map R CV
" work around "tail recursion" problem in vi, "V" == "R".
map V R
"
"
" 'I'nitialize the board (used by the human and 'g'o)
map I G)0)0)0)0)1)0)0)2)0)0)0)0,ok,-11k,-,R,IIN
"
"
" 'C'ompute next generation (used by the human and others)
map C T>>>>>>>>B&
"
"
" Time running one generation (used by the human)
map + <1C<2
"
"
" Time running N generations, where N is the number on the current line.
" (used by the human)
map z ,^,&,*,&<1,*<2
"
" ----- END of macros that can be used by the human -----
"
" ----- Initialisation -----
"
map ,- :s/./-/g
map ,o oPut 'X's in the left box, then hit 'C' or 'R'
map ,R 03stop
"
" Write a new line (used by 'I'nitialize board)
map )0 o- --....................--....................-
map )1 o- VIM --....................--....................-
map )2 o- LIVES --....................--....................-
"
"
" Initialisation of the pattern/command to execute for working out a square.
" Pattern is: "#<germ><count>"
" where <germ> is " " if the current germ is dead, "X" when living.
" <count> is the number of living neighbours (including current germ)
" expressed in X's
"
map ,Il8 O#XXXXXXXXXX .`a22lr 
map ,Id8 o# XXXXXXXX .`a22lr 
map ,Il7 o#XXXXXXXXX .`a22lr 
map ,Id7 o# XXXXXXX .`a22lr 
map ,Il6 o#XXXXXXXX .`a22lr 
map ,Id6 o# XXXXXX .`a22lr 
map ,Il5 o#XXXXXXX .`a22lr 
map ,Id5 o# XXXXX .`a22lr 
map ,Il4 o#XXXXXX .`a22lr 
map ,Id4 o# XXXX .`a22lr 
map ,Il3 o#XXXXX .,a
map ,Id3 o# XXX .`a22lrA
map ,Il2 o#XXXX .,a
map ,Id2 o# XX .`a22lr 
map ,Il1 o#XXX .`a22lr 
map ,Id1 o# X .`a22lr 
map ,Il0 o#XX .`a22lr 
map ,Id0 o# .`a22lr 
"
" Patterns used to replace a germ with its next generation
map ,Iaa o=AB =BC =CD =DE =EF =FG =GH =HI =IJ =JK =KL =LM =MN =NO =OP =PQ =QR
map ,Iab o=RS =ST =TU =UV =VW =WX =XY =YZ =Z 
"
" Insert the searched patterns above the board
map ,IIN G?^top
,Il8,Id8,Il7,Id7,Il6,Id6,Il5,Id5,Il4,Id4,Il3,Id3,Il2,Id2,Il1,Id1,Il0,Id0,Iaa,Iab
"
" ----- END of Initialisation -----
"
" ----- Work out one line -----
"
" Work out 'T'op line (used by show next)
map T G,c2k,!9k,@,#j>2k,$j
"
" Work out 'B'ottom line (used by show next)
map B ,%k>,$
"
" Work out a line (used by show next, work out top and bottom lines)
map > 0 LWWWWWWWWWWWWWWWWWW,rj
"
" Refresh board (used by show next)
map & :%s/^\(-[ A-Z]*-\)\(-[ A-Z]*-\)\(-[.]*-\)$/\2\3\3/
"
"
" Work around vi multiple yank/put in a single macro limitation
" (used by work out top and/or bottom line)
map ,$ dd
map ,% "cp
map ,! "byy
map ,@ "cyy
map ,# "bP
map ,c c$
"
" ----- END of Work out one line -----
"
" ----- Work out one square -----
"
" The next three work out a square: put all nine chars around the current
" character on the bottom line (the bottom line must be empty when starting).
"
" 'W'ork out a center square (used by work out line)
map W makh,3`ah,3`ajh,3(
"
"
" Work out a 'L'eft square (used by work out line)
map L makf-h,1`ak,2`af-h,1`a,2`ajf-h,1`aj,2(
"
"
" Work out a 'R'ight square (used by work out line)
map ,r makh,2`akF-l,1`ah,2`aF-l,1`ajh,2`ajF-l,1(
"
" 'M'ove a character to the end of the file (used by all work out square
" macros)
"
map ,1 y G$p
map ,2 2y G$p
map ,3 3y G$p
"
"
" ----- END of Work out one square -----
"
" ----- Work out one germ -----
"
" Generate an edit command that depends on the number of living in the last
" line, and then run the edit command. (used by work out square).
" Leaves the cursor on the next character to be processed.
"
map ( ,s,i,X0i?^#A 
0,df.l,Y21h
"
" Delete 's'paces (deads);
" The number of remaining characters is the number of living neighbours.
map ,s :.g/ /s///g
"
" Insert current character in the last line
map ,i `ay GP
"
" Replace any uppercase letter with 'X';
map ,X :.g/[A-Z]/s//X/g
"
" Delete and execute the rest of the line
map ,d "qd$@q
"
" Yank and execute the rest of the line
map ,Y "qy$@q
"
" Yank the character under the cursor
map ,j y
"
" Put the current cut buffer after the cursor
map ,m p
"
" Delete the character under the cursor
map ,n x
"
" Replace a character by its next, A --> B, B --> C, etc.
map ,a `a,jGi?=,ma
0,dll,j`a21l,ml,nh
"
" ----- END of Work out one germ -----
"
" ----- timing macros -----
"
" Get current date (used by time a generation)
map << :r!date
map <1 G?^top
O<<
map <2 G?^top
k<<
"
"
" Turn number on current line into edit command (used by time N generations)
map ,^ AiC
"
"
" Delete current line and save current line (used by time N generations)
map ,& 0"gd$
"
"
" Run saved line (used by time N generations)

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" Load the matchit package.
" For those users who were loading the matchit plugin from here.
if 1
packadd matchit
endif

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# It's simple...
maze: mazeansi.c
cc -o maze mazeansi.c
mazeclean: mazeclean.c
cc -o mazeclean mazeclean.c

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To run the maze macros with Vim:
vim -u maze_mac maze_5.78
press "g"
The "-u maze.mac" loads the maze macros and skips loading your .vimrc, which
may contain settings and mappings that get in the way.
The original README:
To prove that you can do anything in vi, I wrote a couple of macros that
allows vi to solve mazes. It will solve any maze produced by maze.c
that was posted to the net recently.
Just follow this recipe and SEE FOR YOURSELF.
1. run uudecode on the file "maze.vi.macros.uu" to
produce the file "maze.vi.macros"
(If you can't wait to see the action, jump to step 4)
2. compile maze.c with "cc -o maze maze.c"
3. run maze > maze.out and input a small number (for example 10 if
you are on a fast machine, 3-5 if slow) which
is the size of the maze to produce
4. edit the maze (vi maze.out)
5. include the macros with the vi command:
:so maze.vi.macros
6. type the letter "g" (for "go") and watch vi solve the maze
7. when vi solves the maze, you will see why it lies
8. now look at maze.vi.macros and all will be revealed
Tested on a sparc, a sun and a pyramid (although maze.c will not compile
on the pyramid).
Anyone who can't get the maze.c file to compile, get a new compiler,
try maze.ansi.c which was also posted to the net.
If you can get it to compile but the maze comes out looking like a fence
and not a maze and you are using SysV or DOS replace the "27" on the
last line of maze.c by "11"
Thanks to John Tromp (tromp@piring.cwi.nl) for maze.c.
Thanks to antonyc@nntp-server.caltech.edu (Bill T. Cat) for maze.ansi.c.
Any donations should be in unmarked small denomination bills :^)=.
ACSnet: gregm@otc.otca.oz.au
Greg McFarlane UUCP: {uunet,mcvax}!otc.otca.oz.au!gregm
|||| OTC || Snail: OTC R&D GPO Box 7000, Sydney 2001, Australia
Phone: +61 2 287 3139 Fax: +61 2 287 3299

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._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._
| ._| . . ._| | |_._._. . ._|_._._._._. ._|_. ._|_._. ._| . ._|_. | . ._._. |
| ._|_| |_. | | | | ._._|_._|_._. . |_. | | | ._._| |_._._| | ._. ._| . . |_|
|_._._._. | ._|_. ._._._. | | ._. |_._. . | ._._| |_. | ._._._. |_. | |_|_| |
| | . |_._| . ._._._| ._._. ._._| | | |_| . | |_. . ._|_| ._._. |_._|_| . | |
|_._|_._._._|_._._._|_|_._._._|_._|_._._._|_._._._|_._._._|_._._._._._._|_._|
See Vim solve a maze!
type ":so maze_mac<RETURN>" to load the macros
type "g" to start
to interrupt type "<CTRL-C>"
to quit type ":q!<RETURN>"

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" These macros 'solve' any maze produced by the a-maze-ing maze.c program.
"
" First, a bit of maze theory.
" If you were put into a maze, a guaranteed method of finding your way
" out of the maze is to put your left hand onto a wall and just keep walking,
" never taking your hand off the wall. This technique is only guaranteed to
" work if the maze does not have any 'islands', or if the 'exit' is on the
" same island as your starting point. These conditions hold for the mazes
" under consideration.
"
" Assuming that the maze is made up of horizontal and vertical walls spaced
" one step apart and that you can move either north, south, east or west,
" then you can automate this procedure by carrying out the following steps.
"
" 1. Put yourself somewhere in the maze near a wall.
" 2. Check if you have a wall on your left. If so, go to step 4.
" 3. There is no wall on your left, so turn on the spot to your left and step
" forward by one step and repeat step 2.
" 4. Check what is directly in front of you. If it is a wall, turn on the
" spot to your right by 90 degrees and repeat step 4.
" 5. There is no wall in front of you, so step forward one step and
" go to step 2.
"
" In this way you will cover all the corridors of the maze (until you get back
" to where you started from, if you do not stop).
"
" By examining a maze produced by the maze.c program you will see that
" each square of the maze is one character high and two characters wide.
" To go north or south, you move by a one character step, but to move east or
" west you move by a two character step. Also note that in any position
" there are four places where walls could be put - to the north, to the south,
" to the east and to the west.
" A wall exists to the north of you if the character to the north of
" you is a _ (otherwise it is a space).
" A wall exists to the east of you if the character to the east of you
" is a | (otherwise it is a .).
" A wall exists to the west of you if the character to the west of you
" is a | (otherwise it is a .).
" A wall exists to the south of you if the character where you are
" is a _ (otherwise it is a space).
"
" Note the difference for direction south, where we must examine the character
" where the cursor is rather than an adjacent cell.
"
" If you were implementing the above procedure is a normal computer language
" you could use a loop with if statements and continue statements,
" However, these constructs are not available in vi macros so I have used
" a state machine with 8 states. Each state signifies the direction you
" are going in and whether or not you have checked if there is a wall on
" your left.
"
" The transition from state to state and the actions taken on each transition
" are given in the state table below.
" The names of the states are N1, N2, S1, S2, E1, E2, W1, W2, where each letter
" stands for a direction of the compass, the number 1 indicates that the we
" have not yet checked to see if there is a wall on our left and the number 2
" indicates that we have checked and there is a wall on our left.
"
" For each state we must consider the existence or not of a wall in a
" particular direction. This direction is given in the following table.
"
" NextChar table:
" state direction vi commands
" N1 W hF
" N2 N kF
" S1 E lF
" S2 S F
" E1 N kF
" E2 E lF
" W1 S F
" W2 W hF
"
" where F is a macro which yanks the character under the cursor into
" the NextChar register (n).
"
" State table:
" In the 'vi commands' column is given the actions to carry out when in
" this state and the NextChar is as given. The commands k, j, ll, hh move
" the current position north, south, east and west respectively. The
" command mm is used as a no-op command.
" In the 'next state' column is given the new state of the machine after
" the action is carried out.
"
" current state NextChar vi commands next state
" N1 . hh W1
" N1 | mm N2
" N2 _ mm E1
" N2 space k N1
" S1 . ll E1
" S1 | mm S2
" S2 _ mm W1
" S2 space j S1
" E1 space k N1
" E1 _ mm E2
" E2 | mm S1
" E2 . ll E1
" W1 space j S1
" W1 _ mm W2
" W2 | mm N1
" W2 . hh W1
"
"
" Complaint about vi macros:
" It seems that you cannot have more than one 'undo-able' vi command
" in the one macro, so you have to make lots of little macros and
" put them together.
"
" I'll explain what I mean by an example. Edit a file and
" type ':map Q rXY'. This should map the Q key to 'replace the
" character under the cursor with X and yank the line'.
" But when I type Q, vi tells me 'Can't yank inside global/macro' and
" goes into ex mode. However if I type ':map Q rXT' and ':map T Y',
" everything is OK. I`m doing all this on a Sparcstation.
" If anyone reading this has an answer to this problem, the author would
" love to find out. Mail to gregm@otc.otca.oz.au.
"
" The macros:
" The macro to run the maze solver is 'g'. This simply calls two other
" macros: I, to initialise everything, and L, to loop forever running
" through the state table.
" Both of these macros are long sequences of calls to other macros. All
" of these other macros are quite simple and so to understand how this
" works, all you need to do is examine macros I and L and learn what they
" do (a simple sequence of vi actions) and how L loops (by calling U, which
" simply calls L again).
"
" Macro I sets up the state table and NextChar table at the end of the file.
" Macro L then searches these tables to find out what actions to perform and
" what state changes to make.
"
" The entries in the state table all begin with a key consisting of the
" letter 's', the current state and the NextChar. After this is the
" action to take in this state and after this is the next state to change to.
"
" The entries in the NextChar table begin with a key consisting of the
" letter 'n' and the current state. After this is the action to take to
" obtain NextChar - the character that must be examined to change state.
"
" One way to see what each part of the macros is doing is to type in the
" body of the macros I and L manually (instead of typing 'g') and see
" what happens at each step.
"
" Good luck.
"
" Registers used by the macros:
" s (State) - holds the state the machine is in
" c (Char) - holds the character under the current position
" m (Macro) - holds a vi command string to be executed later
" n (NextChar) - holds the character we must examine to change state
" r (Second Macro) - holds a second vi command string to be executed later
"
set remap
set nomagic
set noterse
set wrapscan
"
"================================================================
" g - go runs the whole show
" I - initialise
" L - then loop forever
map g IL
"
"================================================================
" I - initialise everything before running the loop
" G$?.^M - find the last . in the maze
" ^ - replace it with an X (the goal)
" GYKeDP - print the state table and next char table at the end of the file
" 0S - initialise the state of the machine to E1
" 2Gl - move to the top left cell of the maze
map I G$?.
^GYKeDP0S2Gl
"
"================================================================
" L - the loop which is executed forever
" Q - save the current character in the Char register
" A - replace the current character with an 'O'
" ma - mark the current position with mark 'a'
" GNB - on bottom line, create a command to search the NextChar table
" for the current state
" 0M0E@m^M - yank the command into the Macro register and execute it
" wX - we have now found the entry in the table, now yank the
" following word into the Macro register
" `a@m - go back to the current position and execute the macro, this will
" yank the NextChar in register n
" GT$B$R - on bottom line, create a command to search the state table
" for the current state and NextChar
" 0M0E@m^M - yank the command into the Macro register and execute it
" 2WS - we have now found the entry in the table, now yank the
" next state into the State macro
" bX - and yank the action corresponding to this state table entry
" into the Macro register
" GVJ - on bottom line, create a command to restore the current character
" 0H - and save the command into the second Macro register
" `a@r - go back to the current position and exectute the macro to restore
" the current character
" @m - execute the action associated with this state
" U - and repeat
map L QAmaGNB0M0E@m
wX`a@mGT$B$R0M0E@m
2WSbXGVJ0H`a@r@mU
"
"================================================================
" U - no tail recursion allowed in vi macros so cheat and set U = L
map U L
"
"================================================================
" S - yank the next two characters into the State register
map S "sy2l
"
"================================================================
" Q - save the current character in the Char register
map Q "cyl
"
"================================================================
" A - replace the current character with an 'O'
map A rO
"
"================================================================
" N - replace this line with the string 'n'
map N C/n
"
"================================================================
" B - put the current state
map B "sp
"
"================================================================
" M - yank this line into the Macro register
map M "my$
"
"================================================================
" E - delete to the end of the line
map E d$
"
"================================================================
" X - yank this word into the Macro register
map X "myt
"
"================================================================
" T - replace this line with the string 's'
map T C/s
"
"================================================================
" R - put NextChar
map R "np
"
"================================================================
" V - add the letter 'r' (the replace vi command)
map V ar
"
"================================================================
" J - restore the current character
map J "cp
"
"================================================================
" H - yank this line into the second Macro register
map H "ry$
"
"================================================================
" F - yank NextChar (this macro is called from the Macro register)
map F "nyl
"
"================================================================
" ^ - replace the current character with an 'X'
map ^ rX
"
"================================================================
" YKeDP - create the state table, NextChar table and initial state
" Note that you have to escape the bar character, since it is special to
" the map command (it indicates a new line).
map Y osE1 k N1 sE1_ mm E2 sE2| mm S1 sE2. ll E1
map K osW1 j S1 sW1_ mm W2 sW2| mm N1 sW2. hh W1

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Article 2846 of alt.sources:
Path: oce-rd1!hp4nl!mcsun!uunet!munnari.oz.au!metro!otc!gregm
From: gregm@otc.otca.oz.au (Greg McFarlane)
Newsgroups: alt.sources
Subject: VI SOLVES MAZE (commented macros)
Message-ID: <2289@otc.otca.oz>
Date: 10 Feb 91 23:31:02 GMT
Sender: news@otc.otca.oz
Reply-To: gregm@otc.otca.oz.au (Greg McFarlane)
Organization: OTC Development Unit, Australia
Lines: 464
Submitted-by: gregm@otc.otca.oz.au
Archive-name: maze_solving_vi_macros
A real working model. See it walk the maze in front of your very own eyes.
To prove that you can do anything in vi, I wrote a couple of macros that
allows vi to solve mazes. It will solve any maze produced by maze.c
that was posted to the alt.sources last month. (Maze.c is also included
in this posting as well as an example of its output.)
The uncommented version of the macros was sent to alt.sources last month.
However, so many people mailed me requesting the commented version of the
macros that I decided to post it. I have made some modifications to the
original macros to make them easier to follow and also after I learnt
that you can escape the special meaning of '|' in macros by using '^V|'.
Save this article and unshar it. Then read maze.README.
After studying these macros, anyone who cannot write an emacs emulator
in vi macros should just curl up and :q!.
Coming soon to a newsgroup near you: "Vi macros solve Tower of Hanoi",
and a repost of the original "Turing Machine implemented in Vi macros"
Anyone who has a version of these macros for edlin or nroff, please post.

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" Load the shellmenu package.
" For those users who were loading the shellmenu plugin from here.
packadd shellmenu

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" Load the swapmouse package.
" For those users who were loading the swapmous plugin from here.
packadd swapmouse

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This is another proof that Vim is perfectly compatible with Vi.
The URM macro package was written by Rudolf Koenig ("Rudi")
(rudolf@koeniglich.de) for hpux-vi in August 1991.
Getting started:
type
in your shell: vim urm<RETURN>
in vim: :so urm.vim<RETURN>
in vim: * (to load the registers and boot the URM-machine :-)
in vim: g (for 'go') and watch the fun. Per default, 3 and 4
are multiplied. Watch the Program counter, it is
visible as a komma moving around.
This is a "standard URM" (Universal register machine) interpreter. The URM
concept is used in theoretical computer science to aid in theorem proving.
Here it proves that vim is a general problem solver (if you bring enough
patience).
The interpreter begins with register 1 (not 0), without macros and more-lines
capability. A dot marks the end of a program. (Bug: there must be a space
after the dot.)
The registers are the first few lines, beginning with a '>' .
The program is the first line after the registers.
You should always initialize the registers required by the program.
Output register: line 2
Input registers: line 2 to ...
Commands:
a<n> increment register <n>
s<n> decrement register <n>
<x>;<y> execute command <x> and then <y>
(<x>)<n> execute command <x> while register <n> is nonzero
. ("dot blank") halt the machine.
Examples:
Add register 2 to register 3:
(a2;s3)3.
Multiply register 2 with register 3:
(a4;a5;s2)2; ((a2;s4)4; s3; (a1;a4;s5)5; (a5;s1)1)3.
There are more (complicated) examples in the file examples.
Note, undo may take a while after a division.

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Note that enough temporary registers should be provided for each example.
All should be initialised to 0.
Initial register values for benchmarking: 0,8,3,0,...
Performed on a Xenix 386/16:
Operation [sec, kbyte tmp space]: program
Asym. Diff.[ 7, 4]: (s2;s3)3.
Abs. Diff. [90,81]: (a1;a4;s2)2; (a2;s1)1; (a1;a5;s3)3; (a3;s1)1; (s2;s3)3; (s5;s4)4; (a2;s5)5.
Add [ 7, 4]: (a2;s3)3.
Mult [227, 161]: (a4;a5;s2)2; ((a2;s4)4; s3; (a1;a4;s5)5; (a5;s1)1)3.
Copy [ 48, 25]: (a1;a3;s2)2; (a2;s1)1.
sign [ 30, 17]: (a3;s2)2; (a2;(s3)3)3.
!sign[ 36, 28]: (a3;s2)2; (a2;(s3)3)3; a3; (s3;s2)2; (s3;a2)3.
Div [630,1522]: (a9;s2)2; (a2;a10;s3)3; (a3;s2)2; (a2;(s3)3)3; a3; (s3;s2)2; (s3;a2)3; (a2)2;(a2;s9)9;(a3;s10)10; (a9;a10;s2)2; (a11;a12;s3)3; (a2;s12)12; (a3;s9)9; (s2;s3)3; (a3;s2)2; (a2;(s3)3)3; a3; (s3;s2)2; (s3;a2)3; (a1;s2)2; (a2;s10)10; (a3;s11)11; ((a12;a13;s3)3; (a3;s13)13; (s2;s3)3; (a3;s12)12; a14; (s1)1; (a9;a10;s2)2; (a11;a12;s3)3; (a2;s12)12; (a3;s9)9; (s2;s3)3; (a3;s2)2; (a2;(s3)3)3; a3; (s3;s2)2; (s3;a2)3; (a1;s2)2; (a2;s10)10; (a3;s11)11)1; (s2)2; (a2;s14)14.

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>0
>3
>4
>0
>0
>0
(a4;a5;s2)2; ((a2;s4)4; s3; (a1;a4;s5)5; (a5;s1)1)3.
_________
O ; =xp ( =x%hp ) @l a @db s @dt . =x0xkdd:ready _end_
o 0 1 2 3 4 5 6 7 8 9 0
_________
INIT main(k), l, b, c, t, u, q, d
"kT
"lT
"bT
"cT
"tT
"uT
"qT
"dT
=lF'wa/O

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map * 1G/INIT
j"iT@i1G/INIT
dG
map g 1G/^[(as;.]
i