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<head>
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<link rel="stylesheet" href="../../ioccc.css">
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>1992/vern - Best of Show</title>
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<meta name="description" content="1992 IOCCC entry vern - Best of Show">
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<meta name="keywords" content="IOCCC, 1992, IOCCC 1992, IOCCC entry, vern, Best of Show">
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<div class="header">
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<img src="../../png/ioccc.png" alt="IOCCC image by Matt Zucker" width=300 height=110>
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<h1>The International Obfuscated C Code Contest</h1>
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<h2>1992/vern - Best of Show</h2>
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</div>
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<div class="topnav">
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<a class="Left" href="../nathan/index.html">← nathan</a>
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<a class="Left" href="../index.html">↑ 1992 ↑</a>
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<a class="Left" href="../westley/index.html">westley →</a>
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<a class="Right" href="https://github.com/ioccc-src/temp-test-ioccc/1992/vern/vern.c">C code</a>
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<a class="Right" href="https://github.com/ioccc-src/temp-test-ioccc/1992/vern/Makefile">Makefile</a>
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<a class="Right" href="#inventory">Inventory</a>
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<a href="../../index.html">IOCCC Home</a>
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<a href="../../years.html">Winning Entries</a>
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<a href="../../authors.html">People who have won</a>
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<a href="../../bugs.html">Bugs & (mis)features</a>
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<a href="../../faq.html#fix_an_entry">Fixing IOCCC entries</a>
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<a href="../../faq.html#fix_web_site">Fixing the web site</a>
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<a href="../../faq.html#fix_author">Fixing author info</a>
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<hr>
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<div class="sidenav">
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<a href="../../judges.html">The IOCCC Judges</a>
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<a name="content"></a>
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<h2 id="author"><a name="author"></a>Author:</h2>
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<ul>
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<li>Name: <a href="../../authors.html#Vern_Paxson">Vern Paxson</a><br>
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Location: <a href="../../location.html#US">US</a> - <em>United States of
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America</em> (<em>United States</em>) <br><br></li>
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</ul>
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<h2 id="to-build">To build:</h2>
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<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span> all</span></code></pre></div>
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<h3 id="bugs-and-misfeatures">Bugs and (Mis)features:</h3>
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<p>The current status of this entry is:</p>
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<pre><code>STATUS: INABIAF - please **DO NOT** fix</code></pre>
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<p>For more detailed information see <a
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href="../../bugs.html#1992_vern">1992 vern bugs</a>.</p>
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<h2 id="to-use">To use:</h2>
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<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vern</span> 3 <span class="co"># <-- default is 2</span></span></code></pre></div>
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<h2 id="try">Try:</h2>
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<p>You might start off by giving the following input:</p>
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<pre><code>63 43
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76 55
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71 52
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67 57 # <-- this may take a while</code></pre>
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<h2 id="judges-remarks">Judges’ remarks:</h2>
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<p>The judges assume no responsibility for the obfuscated opening
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suggested above. :-)</p>
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<p>For a real quick game try:</p>
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<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vern</span></span>
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<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a></span>
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<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="ex">65</span> 55</span>
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<span id="cb5-4"><a href="#cb5-4" aria-hidden="true" tabindex="-1"></a><span class="ex">66</span> 46</span></code></pre></div>
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<p>NOTE: Move values must be restricted to the range 00 to 77.</p>
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<p>NOTE: Because some mailers have problems with the original winning
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source, a slightly modified version with shorter lines has been
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provided.</p>
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<h2 id="authors-remarks">Author’s remarks:</h2>
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<p>This program plays chess. You play the white pieces and the program
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the black pieces. Moves are entered as a two-digit number specifying the
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coordinates of the piece to be moved followed by another two-digit
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number specifying the coordinates of where to move it. Rows and columns
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are numbered starting with <code>(0,0)</code> for the upper-left-hand
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corner (black’s queen’s rook) and going to <code>(7,7)</code> for the
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lower-right-hand corner (white’s king’s rook). For example, the
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<code>PK4</code> opening for white is indicated as
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<code>"64 44" (without the quotes)</code>. Moves are read using
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<code>scanf()</code> so care should be taken to not enter the wrong
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number of fields.</p>
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<p>If the move you enter is illegal then you are just prompted again to
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move. If the move is legal then the new position is displayed and the
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program starts computing its response. For every 64 board positions it
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examines a “.” is printed. Once it has chosen its move it simply
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displays the board updated to reflect the move.</p>
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<p>Your move is prompted for using a string like
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<code>"1351 9 2 >"</code>. The first number is how many board
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positions the program examined when computing its previous response. The
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second number is its anticipated value for the move it just made (with
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larger numbers meaning an ultimately better board position for it), and
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the third number is the evaluation it assigns to the your current
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position (larger numbers meaning better positions for you). A
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<code>></code> indicates that you are not in check; for check it is
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changed to <code>!</code>.</p>
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<p>There are a few limitations on play:</p>
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<ul>
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<li>castling can only be done on the king’s side.</li>
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<li>prohibitions against castling out of or through check are not
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enforced.</li>
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<li>prohibitions against castling if the king or rook have moved are not
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enforced.</li>
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<li>pawns are always promoted to queens.</li>
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<li>en passant is not allowed.</li>
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<li>the board-position-repeated-three-times and fifty-moves stalemates
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are not recognized.</li>
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</ul>
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<p>If you checkmate the computer it prints “Rats!” and exits. If your
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own checkmate is imminent it prints “Har har.” but doesn’t exit so it
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can rub your nose in defeat (which may be a move or two away if you’re
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playing at a high “ply” - see the next paragraph). Stalemates are not
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recognized per se, but when selecting its move the program assigns a
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stalemate position a value of 0 so it will try for a stalemate if its
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other options are worse.</p>
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<p>The program takes one optional argument indicating the ply
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(lookahead) it should use. The default is 2, which is enough to keep it
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from making flaming blunders. The higher the ply, the better the play,
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and the longer you have to wait. For example, at a ply of 2, a response
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to the <code>PK4</code> opening takes about 1.8 CPU seconds on a SPARC
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ELC when compiled <code>-O</code> with Sun <code>cc</code>. A ply of 3
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takes 13 CPU seconds (and results in a different response to
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<code>PK4</code>) and a ply of 4 takes a little under 4 CPU minutes (and
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for <code>PK4</code> comes up with the same response as a ply of 3). A
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ply of 3 is in general good enough to avoid not only flaming blunders
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but also immediately stupid moves altogether. A ply of 4 will find all
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mate-in-two’s.</p>
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<h3 id="obfuscation">Obfuscation</h3>
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<p>This program is obfuscated in a number of ways. First, it abuses the
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contest rule regarding ‘;’, ‘{’, and ‘}’ in the source not counting
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against the non-whitespace character limit if followed by whitespace. As
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can be seen from the build file, certain combinations of these
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characters followed by a particular whitespace character are expanded at
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build time into much-needed text. Without this hack the program wouldn’t
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pass the character limit. A nice side effect is that the initial source
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is gloriously difficult to peruse. In particular, the Makefile does:</p>
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<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a><span class="fu">sed</span> <span class="op"><</span>vern.c <span class="st">'s/{ /(/g;s/} /)/g;s/; /#define /'</span> <span class="kw">|</span> <span class="dt">\</span></span>
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<span id="cb6-2"><a href="#cb6-2" aria-hidden="true" tabindex="-1"></a> <span class="fu">sed</span> <span class="st">'s/} /=/g;s/{ /i/g'</span> <span class="op">></span>vern.tmp.c</span></code></pre></div>
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<p>and compiles <code>vern.tmp.c</code>.</p>
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<p>Second, the rather ho-hum step has been taking of naming each
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variable with a one or two letter identifier to render it meaningless
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(and save space). This tactic is rather effective in a complex
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program.</p>
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<p>Third, the board is represented not as an array of pieces but rather
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as an array of function pointers (with a separate array representing
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whether a piece is white or black). This obfuscates the program’s
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central data structure. There is one function per type of piece; when
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called they return 1 if the current move is illegal for that piece and 0
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if it is legal. The functions also as a side effect set a global
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indicating the type of the piece (though the type can also be determined
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by comparing the function pointer with the function itself).</p>
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<p>Fourth, there are no independent routines for generating potential
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moves. Instead, the program generates its moves by brute force: for
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every piece it controls on the board, it attempts to move it to every
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square on the board. Those moves that are legal it then explores to see
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their effects (using <a
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href="https://en.wikipedia.org/wiki/Alpha-beta_pruning">alpha-beta
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search</a>). This tactic somewhat obfuscates the algorithm used by the
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program.</p>
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<p>Finally, there are three key constants that occur throughout the
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program: <code>64</code>, <code>8</code>, and <code>3</code>
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(<code>lg 8</code>). Rather than making these available at compile-time,
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which provides a hint as to what the program is up to, they are computed
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probabilistically at run-time. An instance of the <a
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href="https://en.wikipedia.org/wiki/Renewal_theory#Inspection_paradox">“Inspection
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Paradox”</a> is used which happens to produce a value that on average is
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close to <code>.64</code>. <code>10000</code> instances of this value
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are computed, added up, and then divided by <code>100</code>. Sometimes
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the value produced will be <code>63</code> or <code>65</code> instead of
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<code>64</code> (but I’ve never observed any other values), so the
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result is then rounded to the nearest multiple of <code>4</code>, and
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then the other constants are derived from it.</p>
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<h2 id="copyright-and-cc-by-sa-4.0-license">Copyright and CC BY-SA 4.0
|
||
License:</h2>
|
||
<p>This file is Copyright (c) 2023 by Landon Curt Noll. All Rights
|
||
Reserved. You are free to share and adapt this file under the terms of
|
||
this license:</p>
|
||
<pre><code>Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)</code></pre>
|
||
<p>For more information, see:
|
||
https://creativecommons.org/licenses/by-sa/4.0/</p>
|
||
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<h1 id="inventory-for-1992vern"><a name="inventory"></a>Inventory for
|
||
1992/vern</h1>
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<p><a href="#top">Jump to top</a></p>
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<h2 id="primary-files">Primary files</h2>
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||
<ul>
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||
<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/vern.c">vern.c</a>
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- entry source</li>
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<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/Makefile">Makefile</a>
|
||
- entry Makefile</li>
|
||
<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/vern.orig.c">vern.orig.c</a>
|
||
- original source</li>
|
||
<li><a href="1992_vern.tar.bz2">1992_vern.tar.bz2</a> - download entry
|
||
source</li>
|
||
</ul>
|
||
<h2 id="secondary-files">Secondary files</h2>
|
||
<ul>
|
||
<li><a href="index.html">index.html</a> - entry home page</li>
|
||
<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/.entry.json">.entry.json</a>
|
||
- description of entry in JSON</li>
|
||
<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/.gitignore">.gitignore</a>
|
||
- list of files that should not be committed under git</li>
|
||
<li><a href=".path">.path</a> - directory path from top directory</li>
|
||
<li><a
|
||
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/1992/vern/README.md">README.md</a>
|
||
- markdown source for index.html</li>
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||
</ul>
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<div class="footer">
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||
<hr>
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||
<h2>Coda</h2>
|
||
<p><a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fioccc-src.github.io%2Ftemp-test-ioccc%2F1992%2Fvern%2Findex.html">Nu HTML check this web page</a></p>
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<p><a href="#top">Jump to top</a> <a href="#content">Jump to Content</a> <a href="#inventory">Jump to Inventory</a></p>
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