Haskell To Fortran Converter

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

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What Is Haskell To Fortran Converter?

A Haskell to Fortran converter is an online tool designed to simplify the translation of code from Haskell, a functional programming language, to Fortran, which is known for its capabilities in numerical computing. This conversion tool utilizes technologies such as generative AI, machine learning, and natural language processing to make the coding process easier and more efficient.

The converter operates through a straightforward three-step process:

  1. Input: You start by entering the Haskell code that you wish to convert.
  2. Processing: The tool then analyzes the provided code using sophisticated algorithms. These algorithms examine the syntax and semantics of the Haskell code, ensuring that the original logic and functionality are preserved as it translates to Fortran.
  3. Output: Finally, you receive the converted Fortran code, which is structured and optimized for your projects, ready for immediate integration.

How Is Haskell Different From Fortran?

Haskell and Fortran are two distinct programming languages, each tailored for specific tasks and methodologies. Haskell is rooted in functional programming, placing a premium on concepts like purity and immutability. This means that Haskell emphasizes the use of functions and expressions, which results in code that is often more predictable and easier to test. On the other hand, Fortran is an imperative language, chiefly recognized for its exceptional performance in numerical and scientific computing, where executing a series of commands efficiently is crucial. When considering the conversion of Haskell code to Fortran, it’s essential to grasp these fundamental differences.

  • Paradigm: In Haskell, the focus is on function-based expressions, promoting a style where functions are first-class citizens. In contrast, Fortran’s imperative framework is built around straightforward, sequential command execution, making it more intuitive for operations that require step-by-step procedures.
  • Type System: Haskell’s robust static type system, combined with its ability to infer types, ensures that many errors are caught during compilation. This can lead to fewer run-time mistakes. Fortran, however, typically mandates explicit type declarations, which may demand more attention from the programmer but provides clarity regarding variable types.
  • Memory Management: Haskell simplifies memory management through automatic garbage collection, freeing developers from the complexities of manual allocation and deallocation. Conversely, Fortran requires programmers to manage memory manually, often necessitating a deeper understanding of when to allocate and release resources.
  • Concurrency: Haskell offers lightweight concurrency tools that allow for efficient multitasking with less overhead. In comparison, Fortran usually employs more heavyweight threads, which can introduce more complexity in managing parallel processes.
Feature Haskell Fortran
Paradigm Functional Imperative
Type System Strong, Static, Inferred Static, Explicit
Memory Management Automatic Garbage Collection Manual
Concurrency Lightweight Heavyweight

By thoroughly understanding these differences, you can tailor your conversion strategy more effectively, leveraging the strengths of each language as you navigate the challenges of code transformation.

How Does Minary’s Haskell To Fortran Converter Work?

To use the Minary’s Haskell To Fortran converter, begin by describing the task you want the AI to perform in detail. The left input box is where you will provide all relevant information, such as specific functions, data types, or particular nuances that should be preserved in the conversion process. Pay attention to clarity and detail to guide the generator effectively.

After entering your task description, simply click on the “Generate” button. At this point, the generator processes your input, utilizing sophisticated algorithms to transform your Haskell code into its Fortran equivalent. The conversion happens in real-time, and you will see the generated code appear on the right side of the interface.

If the result meets your expectations, you can easily copy it using the “Copy” button located at the bottom of the output section. This feature ensures that you can seamlessly incorporate the generated code into your projects without any hassle. Moreover, you’ll notice feedback vote buttons allowing you to express your thoughts on the quality of the code. Your feedback will contribute to training the AI, improving its performance over time.

For example, if you have a Haskell function that calculates the sum of an array, describe this function clearly: “Convert the Haskell function that sums elements of an array to Fortran.” After clicking “Generate,” you’ll quickly receive an accurate Fortran representation of your specified Haskell functionality, making the Haskell To Fortran converter an invaluable tool for developers.

Examples Of Converted Code From Haskell To Fortran

import Data.List (intercalate)

main :: IO ()
main = do
putStrLn “Please enter a list of numbers separated by spaces:”
input <- getLine let numbers = map read (words input) :: [Int] evenSum = sum (filter even numbers) putStrLn $ "The sum of the even numbers is: " ++ show evenSum

program sum_even_numbers
implicit none
integer :: i, even_sum
integer, allocatable :: numbers(:)
character(len=100) :: input
character(len=10) :: temp
integer :: num_count

print *, “Please enter a list of numbers separated by spaces:”
read(*,'(A)’) input

! Count the number of integers in the input
num_count = count(input, ‘ ‘) + 1

allocate(numbers(num_count))
i = 1

! Read integers from the input
do while (len_trim(input) > 0)
read(input, ‘(A)’, iostat=i) temp
if (i /= 0) then
numbers(i) = atoi(trim(temp))
input = trim(adjustl(input(len_trim(temp)+1:)))
i = i + 1
end if
end do

! Calculate the sum of even numbers
even_sum = 0
do i = 1, size(numbers)
if (mod(numbers(i), 2) == 0) then
even_sum = even_sum + numbers(i)
end if
end do

print *, “The sum of the even numbers is: “, even_sum

deallocate(numbers)
end program sum_even_numbers

import System.IO
import System.Random
import Control.Monad
import Data.List

type Position = (Int, Int)
data Direction = Up | Down | Left | Right deriving (Enum, Show)

data Maze = Maze { size :: (Int, Int), walls :: [[Bool]], playerPos :: Position, moves :: Int }

createMaze :: Int -> Int -> IO Maze
createMaze width height = do
g <- newStdGen let wallDensity = 0.3 maze = [[if randomRIO (0.0, 1.0) g < wallDensity then True else False | _ <- [1..width]] | _ <- [1..height]] return $ Maze (width, height) maze (1, 1) 0 displayMaze :: Maze -> IO ()
displayMaze (Maze (width, height) walls (px, py) moves) = do
let mazeDisplay = [[if (x, y) == (px, py) then ‘P’ else if walls !! y !! x then ‘#’ else ‘ ‘ | x <- [0..width-1]] | y <- [0..height-1]] putStrLn $ intercalate "n" (map (:[]) (concat mazeDisplay)) putStrLn $ "Moves: " ++ show moves isValidMove :: Maze -> Direction -> Bool
isValidMove (Maze (width, height) walls (px, py) _) direction =
case direction of
Up -> py > 0 && not (walls !! (py – 1) !! px)
Down -> py < height - 1 && not (walls !! (py + 1) !! px) Left -> px > 0 && not (walls !! py !! (px – 1))
Right -> px < width - 1 && not (walls !! py !! (px + 1)) movePlayer :: Maze -> Direction -> Maze
movePlayer maze direction
| isValidMove maze direction = let (px, py) = playerPos maze
(newX, newY) = case direction of
Up -> (px, py – 1)
Down -> (px, py + 1)
Left -> (px – 1, py)
Right -> (px + 1, py)
in maze { playerPos = (newX, newY), moves = moves maze + 1 }
| otherwise = maze

getDirection :: IO (Maybe Direction)
getDirection = do
hSetBuffering stdin NoBuffering
hSetEcho stdin False
input <- getChar hSetEcho stdin True case input of 'w' -> return (Just Up)
‘s’ -> return (Just Down)
‘a’ -> return (Just Left)
‘d’ -> return (Just Right)
_ -> return Nothing

main :: IO ()
main = do
maze <- createMaze 10 10 let loop m = do displayMaze m direction <- getDirection case direction of Just dir -> loop (movePlayer m dir)
Nothing -> putStrLn “Invalid command, use w, a, s, d to move.”
loop maze

program maze_game
implicit none
integer, parameter :: width = 10, height = 10
logical :: walls(height, width)
integer :: player_x, player_y, moves
character(1) :: input

! Initialize maze
call create_maze(walls, player_x, player_y, moves)

! Main loop
do
call display_maze(walls, player_x, player_y, moves)
read(*, ‘(A)’, IOSTAT=iostat) input
if (iostat /= 0) then
print *, “Invalid input.”
cycle
end if
select case (input)
case (‘w’)
if (is_valid_move(walls, player_x, player_y – 1)) then
player_y = player_y – 1
moves = moves + 1
end if
case (‘s’)
if (is_valid_move(walls, player_x, player_y + 1)) then
player_y = player_y + 1
moves = moves + 1
end if
case (‘a’)
if (is_valid_move(walls, player_x – 1, player_y)) then
player_x = player_x – 1
moves = moves + 1
end if
case (‘d’)
if (is_valid_move(walls, player_x + 1, player_y)) then
player_x = player_x + 1
moves = moves + 1
end if
case default
print *, “Invalid command, use w, a, s, d to move.”
end select
end do

contains

subroutine create_maze(walls, player_x, player_y, moves)
logical, dimension(:,:), intent(out) :: walls
integer, intent(out) :: player_x, player_y, moves
integer :: i, j
real :: rand_num

! Initialize random number generator
call random_seed()

! Create maze
player_x = 1
player_y = 1
moves = 0
do i = 1, height
do j = 1, width
call random_number(rand_num)
walls(i, j) = (rand_num < 0.3) end do end do end subroutine create_maze subroutine display_maze(walls, player_x, player_y, moves) logical, dimension(:,:), intent(in) :: walls integer, intent(in) :: player_x, player_y, moves integer :: i, j do i = 1, height do j = 1, width if (i == player_y .and. j == player_x) then write(*, '(A)', advance='no') 'P' else if (walls(i, j)) then write(*, '(A)', advance='no') '#' else write(*, '(A)', advance='no') ' ' end if end do print * end do print *, 'Moves: ', moves end subroutine display_maze logical function is_valid_move(walls, x, y) logical, dimension(:,:), intent(in) :: walls integer, intent(in) :: x, y if (x < 1 .or. x > width .or. y < 1 .or. y > height) then
is_valid_move = .false.
else
is_valid_move = .not. walls(y, x)
end if
end function is_valid_move

end program maze_game

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