Fortran To Prolog Converter

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Convert hundreds of lines of Fortran code into Prolog with one click. Completely free, no sign up required.

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What Is Fortran To Prolog Converter?

A Fortran to Prolog converter is an online tool designed to transform code written in Fortran into Prolog language. This conversion process utilizes advanced technologies such as generative AI, machine learning, and natural language processing, making it a valuable resource for developers transitioning between these programming languages. The converter follows a straightforward three-step process:

  1. Input: You begin by providing the Fortran code that needs conversion. This involves copying and pasting your code into the designated input area of the converter.
  2. Processing: The tool then analyzes the input code, breaking it down into its fundamental components. Leveraging extensive algorithms, it translates the syntax and semantics of Fortran into the corresponding constructs of Prolog, ensuring that logical relationships and functionalities are preserved.
  3. Output: Finally, the converter produces the equivalent Prolog code, which you can directly access and use in your projects.

How Is Fortran Different From Prolog?

Fortran and Prolog are two programming languages with very different goals and methodologies. Fortran is primarily designed for numerical and scientific computing, making it ideal for tasks that require heavy mathematical calculations. It excels in processing large datasets and performing complex mathematical simulations. On the other hand, Prolog takes a different approach, focusing on artificial intelligence and computational linguistics. This language is centered on logic and rules, allowing it to express knowledge in a way that enables machines to reason and make decisions. Understanding these differences is crucial if you’re planning to transition your work from one language to the other.

Let’s explore their distinctive features:

  • Paradigm: Fortran follows a procedural programming model, which emphasizes a sequence of steps in a defined order. This means you execute tasks one after another, like following a recipe. In contrast, Prolog uses a logic-based paradigm, where programs consist of a set of facts and rules. This structure allows the computer to derive conclusions based on the information provided, similar to solving puzzles.
  • Data Structures: In Fortran, data is organized primarily into arrays and numerical types, which are essential for handling math-intensive applications. In Prolog, data is represented as facts and rules that describe relationships and knowledge, making it better suited for tasks that require inference.
  • Execution: Fortran executes instructions in a linear, sequential manner. Each command is carried out in the order it appears. Conversely, Prolog employs a backtracking mechanism, where it explores different possibilities and retraces steps to find the best solutions when faced with complex queries.

To further clarify these distinctions, here’s a side-by-side comparison:

Feature Fortran Prolog
Primary Use Scientific Computing Artificial Intelligence
Programming Paradigm Procedural Logic
Data Handling Numeric and Arrays Facts and Rules
Execution Model Sequential Backtracking
Syntax Style Imperative Declarative

How Does Minary’s Fortran To Prolog Converter Work?

Begin by detailing the task you want to achieve with the converter. This could be anything from translating a specific Fortran function into Prolog to converting an entire codebase. Once you’ve intricately described your requirements in the designated field, click the generate button. The Minary’s Fortran To Prolog converter will then process your input and display the generated code on the right side of the interface.

On the left, you’ll see the details box where you can enter your prompt. Make sure your instructions are clear and specific to get the best results. After clicking generate, the code appears instantaneously, allowing you to review and, if needed, refine your request. Copying the finalized code is seamless; just hit the copy button located at the bottom of the results area.

You’ll also find feedback vote buttons next to the generated code. Utilizing these allows you to rate the quality of the output. Your feedback is invaluable, as it will automatically help train and improve the Minary AI. The more detailed your prompts and constructive your feedback, the more effective the Fortran To Prolog converter becomes.

For example, you might input: “Translate the Fortran function that calculates Fibonacci numbers into Prolog.” After clicking generate, you could receive a Prolog equivalent that accurately represents the initial functionality. This process showcases the tool’s ability to transform code seamlessly while remaining user-friendly.

Examples Of Converted Code From Fortran To Prolog

program factorial_calculator
implicit none
integer :: num, result

! Prompt user for input
print *, ‘Enter a non-negative integer:’
read *, num

! Check for non-negative condition
if (num < 0) then print *, 'Factorial is not defined for negative numbers.' stop end if ! Calculate factorial result = factorial(num) ! Print result print *, 'The factorial of', num, 'is', result contains function factorial(n) result(fact) integer :: n integer :: fact if (n == 0) then fact = 1 else fact = n * factorial(n - 1) end if end function factorial end program factorial_calculator

:- initialization(main).

main :-
write(‘Enter a non-negative integer:’), nl,
read(Num),
( Num < 0 -> write(‘Factorial is not defined for negative numbers.’), nl
; factorial(Num, Result),
format(‘The factorial of ~w is ~w’, [Num, Result]), nl
).

factorial(0, 1) :- !.
factorial(N, Result) :-
N > 0,
N1 is N – 1,
factorial(N1, Result1),
Result is N * Result1.

program tic_tac_toe
implicit none
character(len=1), dimension(3,3) :: board
integer :: player, row, col, moves
logical :: game_over

! Initialize the game board
board = ‘ ‘

player = 1
moves = 0
game_over = .false.

do while (.not. game_over)
call display_board(board)

! Get player input
write(*,*) ‘Player’, player, ‘, enter your move (row and column):’
read(*,*) row, col

! Check for valid input
if (row < 1 .or. row > 3 .or. col < 1 .or. col > 3 .or. board(row, col) /= ‘ ‘) then
write(*,*) ‘Invalid move. Try again.’
cycle
end if

! Place the player’s mark on the board
if (player == 1) then
board(row, col) = ‘X’
else
board(row, col) = ‘O’
end if

moves = moves + 1

! Check for a winner
if (check_winner(board, player)) then
call display_board(board)
write(*,*) ‘Player’, player, ‘wins!’
game_over = .true.
else if (moves >= 9) then
call display_board(board)
write(*,*) ‘It”s a draw!’
game_over = .true.
end if

! Switch players
player = 3 – player
end do

contains

subroutine display_board(b)
character(len=1), dimension(3,3) :: b
integer :: i, j

write(*,'(3A3)’) ‘ ‘, ‘ 1 ‘, ‘ 2 ‘, ‘ 3 ‘
do i = 1, 3
write(*,'(A,3A1)’) i, b(i,1), b(i,2), b(i,3)
end do
end subroutine display_board

logical function check_winner(b, p)
character(len=1), dimension(3,3) :: b
integer :: p
integer :: i

check_winner = .false.

! Check rows and columns
do i = 1, 3
if ((b(i,1) == ‘X’ .and. b(i,2) == ‘X’ .and. b(i,3) == ‘X’ .and. p == 1) .or. &
(b(i,1) == ‘O’ .and. b(i,2) == ‘O’ .and. b(i,3) == ‘O’ .and. p == 2)) then
check_winner = .true.
return
end if
if ((b(1,i) == ‘X’ .and. b(2,i) == ‘X’ .and. b(3,i) == ‘X’ .and. p == 1) .or. &
(b(1,i) == ‘O’ .and. b(2,i) == ‘O’ .and. b(3,i) == ‘O’ .and. p == 2)) then
check_winner = .true.
return
end if
end do

! Check diagonals
if ((b(1,1) == ‘X’ .and. b(2,2) == ‘X’ .and. b(3,3) == ‘X’ .and. p == 1) .or. &
(b(1,1) == ‘O’ .and. b(2,2) == ‘O’ .and. b(3,3) == ‘O’ .and. p == 2)) then
check_winner = .true.
return
end if

if ((b(1,3) == ‘X’ .and. b(2,2) == ‘X’ .and. b(3,1) == ‘X’ .and. p == 1) .or. &
(b(1,3) == ‘O’ .and. b(2,2) == ‘O’ .and. b(3,1) == ‘O’ .and. p == 2)) then
check_winner = .true.
return
end if
end function check_winner

end program tic_tac_toe

:- initialization(main).

:- dynamic board/1.
:- dynamic player/1.
:- dynamic moves/1.
:- dynamic game_over/1.

main :-
% Initialize the game board
assert(board([[‘ ‘, ‘ ‘, ‘ ‘], [‘ ‘, ‘ ‘, ‘ ‘], [‘ ‘, ‘ ‘, ‘ ‘]])),
assert(player(1)),
assert(moves(0)),
assert(game_over(false)),
play_game.

play_game :-
game_over(false),
display_board,
player(P),
write(‘Player ‘), write(P), write(‘, enter your move (row and column):’), nl,
read(Row-Col),
valid_move(Row, Col),
place_mark(Row, Col, P),
moves(M), NewMoves is M + 1,
retract(moves(M)),
assert(moves(NewMoves)),
(check_winner(P) ->
display_board,
write(‘Player ‘), write(P), write(‘ wins!’), nl,
retract(game_over(false)),
assert(game_over(true))
;
(NewMoves >= 9 ->
display_board,
write(‘It’s a draw!’), nl,
retract(game_over(false)),
assert(game_over(true))
;
switch_player,
play_game
)
).

display_board :-
board(B),
write(‘ 1 2 3’), nl,
display_rows(B, 1).

display_rows([], _).
display_rows([Row|Rest], RowNum) :-
write(RowNum), write(‘ ‘),
display_cells(Row),
nl,
NextRowNum is RowNum + 1,
display_rows(Rest, NextRowNum).

display_cells([]).
display_cells([Cell|Rest]) :-
write(‘ ‘), write(Cell), display_cells(Rest).

valid_move(Row, Col) :-
Row >= 1, Row =< 3, Col >= 1, Col =< 3, board(B), nth1(Row, B, R), nth1(Col, R, Cell), Cell == ' '. valid_move(_, _) :- write('Invalid move. Try again.'), nl, fail. place_mark(Row, Col, Player) :- board(B), (Player == 1 -> Mark = ‘X’ ; Mark = ‘O’),
replace(B, Row, Col, Mark, NewBoard),
retract(board(B)),
assert(board(NewBoard)).

replace(B, Row, Col, Mark, NewB) :-
nth1(Row, B, OldRow),
replace_cell(OldRow, Col, Mark, NewRow),
replace_row(B, Row, NewRow, NewB).

replace_cell(List, 1, Mark, [Mark|Tail]) :-
Tail = [H|_], !.
replace_cell([H|T], N, Mark, [H|R]) :-
N > 1,
N1 is N – 1,
replace_cell(T, N1, Mark, R).

replace_row(B, 1, NewRow, [NewRow|Tail]) :-
Tail = [_|_], !.
replace_row([H|T], Row, NewRow, [H|R]) :-
Row > 1,
Row1 is Row – 1,
replace_row(T, Row1, NewRow, R).

check_winner(Player) :-
board(B),
(check_rows(B, Player) ; check_cols(B, Player) ; check_diags(B, Player)).

check_rows(B, Player) :-
nth1(Row, B, R),
(Player == 1 -> Mark = ‘X’ ; Mark = ‘O’),
R = [Mark, Mark, Mark].

check_cols(B, Player) :-
transpose(B, Transposed),
check_rows(Transposed, Player).

check_diags(B, Player) :-
(Player == 1 -> Mark = ‘X’ ; Mark = ‘O’),
B = [[A, _, C], [_, B, _], [E, _, G]],
(A == Mark, B == Mark, G == Mark) ;
(C == Mark, B == Mark, E == Mark).

transpose([[]|_], []).
transpose(Matrix, [Row|Rest]) :-
extract_row(Matrix, Row, NewMatrix),
transpose(NewMatrix, Rest).

extract_row([], [], []).
extract_row([[H|T]|Rows], [H|Hs], [T|Ts]) :-
extract_row(Rows, Hs, Ts).

switch_player :-
player(P),
(P == 1 -> NewP = 2 ; NewP = 1),
retract(player(P)),
assert(player(NewP)).

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