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+<P>
+
+<P><CENTER><IMG SRC="../ss-pics/lockers.jpg" ALT="figure: lockers"></CENTER><A NAME="lockers"></A><P><CENTER>A row of boxes
+</CENTER><P>
+
+<HTML>
+<HEAD>
+<TITLE>Simply Scheme: Introducing Computer Science ch 23: Vectors</TITLE>
+</HEAD>
+<BODY>
+<HR>
+<CITE>Simply Scheme:</CITE>
+<CITE>Introducing Computer Science</CITE> 2/e Copyright (C) 1999 MIT
+<H2>Chapter 23</H2>
+<H1>Vectors</H1>
+
+<TABLE width="100%"><TR><TD>
+<IMG SRC="../simply.jpg" ALT="cover photo">
+<TD><TABLE>
+<TR><TD align="right"><CITE><A HREF="http://www.cs.berkeley.edu/~bh/">Brian
+Harvey</A><BR>University of California, Berkeley</CITE>
+<TR><TD align="right"><CITE><A HREF="http://ccrma.stanford.edu/~matt">Matthew
+Wright</A><BR>University of California, Santa Barbara</CITE>
+<TR><TD align="right"><BR>
+<TR><TD align="right"><A HREF="../pdf/ssch23.pdf">Download PDF version</A>
+<TR><TD align="right"><A HREF="../ss-toc2.html">Back to Table of Contents</A>
+<TR><TD align="right"><A HREF="../ssch22/files.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../ssch24/spread.html"><STRONG>NEXT</STRONG></A>
+<TR><TD align="right"><A HREF="http://mitpress.mit.edu/0262082810">MIT
+Press web page for <CITE>Simply Scheme</CITE></A>
+</TABLE></TABLE>
+
+<HR>
+
+<P>So far all the programs we've written in this book have had no memory of the
+past history of the computation.  We invoke a function with certain
+arguments, and we get back a value that depends only on those arguments.
+Compare this with the operation of Scheme itself:
+
+<P><PRE>&gt; (foo 3)
+ERROR: FOO HAS NO VALUE
+
+&gt; (define (foo x)
+    (word x x))
+
+&gt; (foo 3)
+33
+</PRE>
+
+<P>Scheme <EM>remembers</EM> that you have defined <CODE>foo</CODE>, so its response to
+the very same expression is different the second time.  Scheme maintains a
+record of certain results of its past interaction with you; in particular,
+Scheme remembers the global variables that you have defined.  This record is
+called its <EM>state.</EM>
+
+<P>Most of the programs that people use routinely are full of state; your text
+editor, for example, remembers all the characters in your file.  In this
+chapter you will learn how to write programs with state.
+
+<P><H2>The Indy 500</H2>
+
+<P>The Indianapolis 500 is an annual 500-mile automobile race, famous among
+people who like that sort of thing.  It's held at the Indianapolis Motor
+<A NAME="g1"></A>
+Speedway, a racetrack in Indianapolis, Indiana.  (Indiana is better known as
+the home of Dan Friedman, the coauthor of some good books about Scheme.)
+The racetrack is 2&frac12; miles long, so, as you might imagine, the
+racers have to complete 200 laps in order to finish the race.  This means
+that someone has to keep track of how many laps each car has completed so
+far.
+
+<P>Let's write a program to help this person keep count.  Each car has a
+number, and the count person will invoke the procedure <CODE>lap</CODE> with that
+number as argument every time a car completes a lap.  The procedure will
+return the number of laps that that car has completed altogether:
+
+<P><PRE>&gt; (lap 87)
+1
+
+&gt; (lap 64)
+1
+
+&gt; (lap 17)
+1
+
+&gt; (lap 64)
+2
+
+&gt; (lap 64)
+3
+</PRE>
+
+<P>(Car 64 managed to complete three laps before the other cars
+completed two because the others had flat tires.)  Note that we typed
+the expression <CODE>(lap 64)</CODE> three times and got three different answers.
+<CODE>Lap</CODE> isn't a function!  A function has to return the same answer
+whenever it's invoked with the same arguments.
+
+<P><H2>Vectors</H2>
+
+<P>The point of this chapter is to show how procedures like <CODE>lap</CODE> can be
+written.  To accomplish this, we're going to use a data structure called a
+<EM>vector.</EM> (You may have seen something similar in other
+programming languages under the name &quot;array.&quot;)
+
+<P>A vector is, in effect, a row of boxes into which values can be put.  Each
+vector has a fixed number of boxes; when you create a vector, you have to say
+how many boxes you want.  Once a vector is created, there are two things you
+can do with it:  You can put a new value into a box (replacing any old value
+that might have been there), or you can examine the value in a box.  The
+boxes are numbered, starting with zero.
+
+<P><PRE>&gt; (define v (<A NAME="g2"></A>make-vector 5))
+
+&gt; (<A NAME="g3"></A>vector-set! v 0 'shoe)
+
+&gt; (vector-set! v 3 'bread)
+
+&gt; (vector-set! v 2 '(savoy truffle))
+
+&gt; (<A NAME="g4"></A>vector-ref v 3)
+BREAD
+</PRE>
+
+<P>There are several details to note here.  When we invoke <CODE>make-vector</CODE> we
+give it one argument, the number of boxes we want the vector to have.  (In
+this example, there are five boxes, numbered 0 through 4.  There is no
+box 5.)  When we create the vector, there is nothing in any of the
+boxes.<A NAME="text1" HREF="vectors#ft1">[1]</A>
+
+<P>We put things in boxes using the <CODE>vector-set!</CODE> procedure.  The
+exclamation point in its name, indicates that this is a <EM>mutator</EM>&mdash;a procedure that changes the value of some previously
+created data structure.  The exclamation point is pronounced &quot;bang,&quot; as in
+&quot;vector set bang.&quot; (Scheme actually has several such mutators, including
+mutators for lists, but this is the only one we'll use in this book.
+A procedure that modifies its argument is also called <EM>destructive.</EM>) The arguments to <CODE>vector-set!</CODE> are the vector, the
+number of the box (the <EM>index</EM>), and the desired new value.  Like <CODE>define</CODE>, <CODE>vector-set!</CODE> returns an unspecified value.
+
+<P>We examine the contents of a box using <CODE>vector-ref</CODE>, which takes two
+arguments, the vector and an index.  <CODE>Vector-ref</CODE> is similar to <CODE>list-ref</CODE>, except that it operates on vectors instead of lists.
+
+<P>We can change the contents of a box that already has something in it.
+
+<P><PRE>&gt; (vector-set! v 3 'jewel)
+
+&gt; (vector-ref v 3)
+JEWEL
+</PRE>
+
+<P>The old value of box 3, <CODE>bread</CODE>, is no longer there.  It's
+been replaced by the new value.
+
+<P><PRE>&gt; (vector-set! v 1 741)
+
+&gt; (vector-set! v 4 #t)
+
+&gt; v
+#(SHOE 741 (SAVOY TRUFFLE) JEWEL #T)
+</PRE>
+
+<P>Once the vector is completely full, we can print its value.  Scheme
+prints vectors in a format like that of lists, except that there is a number
+sign (<CODE>#</CODE>) before the open parenthesis.  If you ever have need for a
+constant vector (one that you're not going to mutate), you can quote it
+using the same notation:
+
+<P><PRE>&gt; (vector-ref '#(a b c d) 2)
+C
+</PRE>
+
+<P><H2>Using Vectors in Programs</H2>
+
+<P>To implement our <CODE>lap</CODE> procedure, we'll keep its state information, the
+lap counts, in a vector.  We'll use the car number as the index into the
+vector.  It's not enough to create the vector; we have to make sure that
+each box has a zero as its initial value.
+
+<P><PRE>(define *lap-vector* (make-vector 100))
+
+(define (<A NAME="g5"></A>initialize-lap-vector index)
+  (if (&lt; index 0)
+      'done
+      (begin (vector-set! *lap-vector* index 0)
+	     (initialize-lap-vector (- index 1)))))
+
+&gt; (initialize-lap-vector 99)
+DONE
+</PRE>
+
+<P>We've created a global variable whose value is the vector.  We
+used a recursive procedure to put a zero into each box of the
+vector.<A NAME="text2" HREF="vectors#ft2">[2]</A> Note that the
+vector is of length 100, but its largest index is 99.  Also, the base case
+of the recursion is that the index is less than zero, not equal to zero as
+in many earlier examples.  That's because zero is a valid index.
+
+<P>Now that we have the vector, we can write <CODE>lap</CODE>.
+
+<P><PRE>(define (<A NAME="g6"></A>lap car-number)
+  (vector-set! *lap-vector*
+	       car-number
+	       (+ (vector-ref *lap-vector* car-number) 1))
+  (vector-ref *lap-vector* car-number))
+</PRE>
+
+<P>Remember that a procedure body can include more than one
+expression.  When the procedure is invoked, the expressions will be
+evaluated in order.  The value returned by the procedure is the value of the
+last expression (in this case, the second one).
+
+<P><CODE>Lap</CODE> has both a return value and a side effect.  The job of the first
+expression is to carry out that side effect, that is, to add 1 to the lap
+count for the specified car.  The second expression looks at the value we
+just put in a box to determine the return value.
+
+<P><H2>Non-Functional Procedures and State</H2>
+
+<P>We remarked earlier that <CODE>lap</CODE> isn't a function because invoking it
+twice with the same argument doesn't return the same value both
+times.<A NAME="text3" HREF="vectors#ft3">[3]</A>
+
+<P>It's not a coincidence that <CODE>lap</CODE> also violates functional programming
+by maintaining state information.  Any procedure whose return value is not a
+function of its arguments (that is, whose return value is not always the
+same for any particular arguments) must depend on knowledge of what has
+happened in the past.  After all, computers don't pull results out of the
+air; if the result of a computation doesn't depend entirely on the arguments
+we give, then it must depend on some other information available to the
+program.
+
+<P>Suppose somebody asks you, &quot;Car 54 has just completed a lap; how many has it
+completed in all?&quot; You can't answer that question with only the information
+in the question itself; you have to remember earlier events in the race.  By
+contrast, if someone asks you, &quot;What's the plural of `book'?&quot; what has
+happened in the past doesn't matter at all.
+
+<P>The connection between non-functional procedures and state also applies to
+non-functional Scheme primitives.  The <CODE>read</CODE> procedure, for example,
+returns different results when you invoke it repeatedly with the same
+argument because it remembers how far it's gotten in the file.  That's why
+the argument is a port instead of a file name: A port is an abstract data
+type that includes, among other things, this piece of state.  (If you're
+reading from the keyboard, the state is in the person doing the typing.)
+
+<P>A more surprising example is the <A NAME="g7"></A><CODE>random</CODE> procedure that you met in
+Chapter 2. <CODE>Random</CODE> isn't a function because it doesn't always
+return the same value when called with the same argument.  How does <CODE>random</CODE> compute its result?  Some versions of <CODE>random</CODE> compute a number
+that's based on the current time (in tiny units like milliseconds so you
+don't get the same answer from two calls in quick succession).  How does
+your computer know the time?  Every so often some procedure (or some
+hardware device) adds 1 to a remembered value, the number of milliseconds
+since midnight.  That's state, and <CODE>random</CODE> relies on it.
+
+<P>The most commonly used algorithm for random numbers is a little trickier;
+each time you invoke <CODE>random</CODE>, the result is a function of <EM>the
+result from the last time you invoked it.</EM>  (The procedure is pretty
+complicated; typically the old number is multiplied by some large, carefully
+chosen constant, and only the middle digits of the product are kept.)  Each
+time you invoke <CODE>random</CODE>, the returned value is stashed away somehow so
+that the next invocation can remember it.  That's state too.
+
+<P>Just because a procedure remembers something doesn't necessarily make it
+stateful.  <EM>Every</EM> procedure remembers the arguments with which it was
+invoked, while it's running.  Otherwise the arguments wouldn't be able to
+affect the computation.  A procedure whose result depends only on its
+arguments (the ones used in the current invocation) is functional.  The
+procedure is non-functional if it depends on something outside of its
+current arguments.  It's that sort of &quot;long-term&quot; memory that we consider
+to be state.
+
+<P>In particular, a procedure that uses <CODE>let</CODE> isn't stateful merely because
+the body of the <CODE>let</CODE> remembers the values of the variables created by the
+<CODE>let</CODE>.  Once <CODE>let</CODE> returns a value, the variables that it created no
+longer exist.  You couldn't use <CODE>let</CODE>, for example, to carry out the
+kind of remembering that <CODE>random</CODE> needs.  <CODE>Let</CODE> doesn't remember a
+value <EM>between</EM> invocations, just during a single invocation.
+
+<P><H2>Shuffling a Deck</H2>
+
+<P>One of the advantages of the vector data structure is that it allows
+elements to be rearranged.  As an example, we'll create and shuffle a
+deck of cards.
+
+<P>We'll start with a procedure <CODE>card-list</CODE> that returns a list of all the
+cards, in standard order:
+
+<P><PRE>(define (<A NAME="g8"></A>card-list)
+  (reduce append
+	  (map (lambda (suit) (map (lambda (rank) (word suit rank))
+				   '(a 2 3 4 5 6 7 8 9 10 j q k)))
+	       '(h s d c))))
+
+&gt; (card-list)
+(HA H2 H3 H4 H5 H6 H7 H8 H9 H10 HJ HQ HK 
+ SA S2 S3 S4 S5 S6 S7 S8 S9 S10 SJ SQ SK 
+ DA D2 D3 D4 D5 D6 D7 D8 D9 D10 DJ DQ DK 
+ CA C2 C3 C4 C5 C6 C7 C8 C9 C10 CJ CQ CK)
+</PRE>
+
+<P>In writing <CODE>card-list</CODE>, we need <CODE>reduce append</CODE> because the result
+from the outer invocation of <CODE>map</CODE> is a list of lists: <CODE>((HA H2 &hellip;) (SA &hellip;) &hellip;)</CODE>.<A NAME="text4" HREF="vectors#ft4">[4]</A>
+
+<P>Each time we want a new deck of cards, we start with this list of 52 cards,
+copy the list into a vector, and shuffle that vector.  We'll use the Scheme
+primitive <CODE><A NAME="g9"></A><CODE>list-&gt;vector</CODE></CODE>, which takes a list as argument and
+returns a vector of the same length, with the boxes initialized to the
+corresponding elements of the list. (There is also a procedure <CODE><A NAME="g10"></A><CODE>vector-&gt;list</CODE></CODE> that does the reverse.  The characters <CODE>-&gt;</CODE> in
+these function names are meant to look like an arrow
+(&rarr;); this is a Scheme convention for functions
+that convert information from one data type to another.)
+
+<P><PRE>(define (<A NAME="g11"></A>make-deck)
+  (shuffle! (list-&gt;vector (card-list)) 51))
+
+(define (<A NAME="g12"></A>shuffle! deck index)
+  (if (&lt; index 0)
+      deck
+      (begin (vector-swap! deck index (random (+ index 1)))
+	     (shuffle! deck (- index 1)))))
+
+(define (<A NAME="g13"></A>vector-swap! vector index1 index2)
+  (let ((temp (vector-ref vector index1)))
+    (vector-set! vector index1 (vector-ref vector index2))
+    (vector-set! vector index2 temp)))
+</PRE>
+
+<P>
+<P>Now, each time we call <CODE>make-deck</CODE>, we get a randomly shuffled
+vector of cards:
+
+<P><PRE>&gt; (make-deck)
+#(C4 SA C7 DA S4 D9 SQ H4 C10 D5 H9 S10 D6
+  S9 CA C9 S2 H7 S5 H6 D7 HK S7 C3 C2 C6
+  HJ SK CQ CJ D4 SJ D8 S8 HA C5 DK D3 HQ
+  D10 H8 DJ C8 H2 H5 H3 CK S3 DQ S6 D2 H10)
+
+&gt; (make-deck)
+#(CQ H7 D10 D5 S8 C7 H10 SQ H4 H3 D8 C9 S7
+  SK DK S6 DA D4 C6 HQ D6 S2 H5 CA H2 HJ
+  CK D7 H6 HA CJ C4 SJ HK SA C2 D2 S4 DQ
+  S5 C10 H9 D9 C5 D3 DJ C3 S9 S3 C8 S10 H8)
+</PRE>
+
+<P>How does the shuffling algorithm work?  Conceptually it's not complicated,
+but there are some implementation details that make the actual procedures a
+little tricky.  The general idea is this:  We want all the cards shuffled
+into a random order.  So we choose any card at random, and make it the first
+card.  We're then left with a one-card-smaller deck to shuffle, and we do
+that by recursion.  (This algorithm is similar to selection sort from
+Chapter 15, except that we select a random card each time instead of
+selecting the smallest value.)
+
+<P>The details that complicate this algorithm have to do with the fact that
+we're using a vector, in which it's easy to change the value in one
+particular position, but it's not easy to do what would otherwise be the
+most natural thing:  If you had a handful of actual cards and wanted to move
+one of them to the front, you'd slide the other cards over to make room.
+There's no &quot;sliding over&quot; in a vector.  Instead we use a trick; we happen
+to have an empty slot, the one from which we removed the randomly chosen
+card, so instead of moving several cards, we just move the one card that was
+originally at the front into that slot.  In other words, we exchange two
+cards, the randomly chosen one and the one that used to be in front.
+
+<P>Second, there's nothing comparable to <CODE>cdr</CODE> to provide a
+one-card-smaller vector to the recursive invocation.  Instead, we must use
+the entire vector and also provide an additional <CODE>index</CODE> argument, a
+number that keeps track of how many cards remain to be shuffled.  It's
+simplest if each recursive invocation is responsible for the range of cards
+from position <CODE>0</CODE> to position <CODE>index</CODE> of the vector, and therefore
+the program actually moves each randomly selected card to the <EM>end</EM> of
+the remaining portion of the deck.
+
+<P><H2>More Vector Tools</H2>
+
+<P>If you want to make a vector with only a few boxes, and you know in advance
+what values you want in those boxes, you can use the constructor
+<A NAME="g14"></A><CODE>vector</CODE>.  Like <CODE>list</CODE>, it takes any number of arguments and
+returns a vector containing those arguments as elements:
+
+<P><PRE>&gt; (define beatles (vector 'john 'paul 'george 'pete))
+
+&gt; (vector-set! beatles 3 'ringo)
+
+&gt; beatles
+#(JOHN PAUL GEORGE RINGO)
+</PRE>
+
+<P>The procedure <A NAME="g15"></A><CODE>vector-length</CODE> takes a vector as argument and returns the
+number of boxes in the vector.
+
+<P><PRE>&gt; (vector-length beatles)
+4
+</PRE>
+
+<P>The predicate <CODE>equal?</CODE>, which we've used with words and lists, also
+accepts vectors as arguments.  Two vectors are equal if they are the same
+size and all their corresponding elements are equal.  (A list and a vector
+are never equal, even if their elements are equal.)
+
+<P>Finally, the predicate <A NAME="g16"></A><CODE>vector?</CODE> takes anything as argument and returns
+<CODE>#t</CODE> if and only if its argument is a vector.
+
+<P><H2>The Vector Pattern of Recursion</H2>
+
+<P>Here are two procedures that you've seen earlier in this chapter, which do
+something to each element of a vector:
+
+<P><PRE>(define (initialize-lap-vector index)
+  (if (&lt; index 0)
+      'done
+      (begin (vector-set! *lap-vector* index 0)
+	     (initialize-lap-vector (- index 1)))))
+
+(define (shuffle! deck index)
+  (if (&lt; index 0)
+      deck
+      (begin (vector-swap! deck index (random (+ index 1)))
+	     (shuffle! deck (- index 1)))))
+</PRE>
+
+<P>These procedures have a similar structure, like the similarities we found in
+other recursive patterns.  Both of these procedures take an index as an
+argument, and both have
+
+<P><PRE>(&lt; index 0)
+</PRE>
+
+<P>as their base case.  Also, both have, as their recursive case, a
+<CODE>begin</CODE> in which the first action does something to the vector element
+selected by the current index, and the second action is a recursive call
+with the index decreased by one.  These procedures are initially called with
+the largest possible index value.
+
+<P>In some cases it's more convenient to count the index upward from zero:
+
+<P><PRE>(define (<A NAME="g17"></A>list-&gt;vector lst)
+  (l-&gt;v-helper (make-vector (length lst)) lst 0))
+
+(define (l-&gt;v-helper vec lst index)
+  (if (= index (vector-length vec))
+      vec
+      (begin (vector-set! vec index (car lst))
+	     (l-&gt;v-helper vec (cdr lst) (+ index 1)))))
+</PRE>
+
+<P>Since lists are naturally processed from left to right (using
+<CODE>car</CODE> and <CODE>cdr</CODE>), this program must process the vector from left to
+right also.
+
+<P><H2>Vectors versus Lists</H2>
+
+<P>Since we introduced vectors to provide mutability, you may have the
+impression that mutability is the main difference between vectors and
+lists.  Actually, lists are mutable too, although the issues are more
+complicated; that's why we haven't used list mutation in this book.
+
+<P>The most important difference between lists and vectors is that each
+kind of aggregate lends itself to a different style of programming, because
+some operations are faster than others in each.  List programming is
+characterized by two operations: dividing a list into its first element and
+all the rest, and sticking one new element onto the front of a list.  Vector
+programming is characterized by selecting elements in any order, from a
+collection whose size is set permanently when the vector is created.
+
+<P>To make these rather vague descriptions more concrete, here are two
+procedures, one of which squares every number in a list, and the other of
+which squares every number in a vector:
+
+<P><PRE>(define (list-square numbers)
+  (if (null? numbers)
+      '()
+      (cons (square (car numbers))
+	    (list-square (cdr numbers)))))
+
+(define (vector-square numbers)
+  (vec-sq-helper (make-vector (vector-length numbers))
+		 numbers
+		 (- (vector-length numbers) 1)))
+
+(define (vec-sq-helper new old index)
+  (if (&lt; index 0)
+      new
+      (begin (vector-set! new index (square (vector-ref old index)))
+	     (vec-sq-helper new old (- index 1)))))
+</PRE>
+
+<P>In the list version, the intermediate stages of the algorithm
+deal with lists that are smaller than the original argument.  Each recursive
+invocation &quot;strips off&quot; one element of its argument and &quot;glues on&quot; one
+extra element in its return value.  In the vector version, the returned
+vector is created, at full size, as the first step in the algorithm; its
+component parts are filled in as the program proceeds.
+
+<P>This example can plausibly be done with either vectors or lists, so we've
+used it to compare the two techniques.  But some algorithms fit most
+naturally with one kind of aggregate and would be awkward and slow using
+the other kind.  The swapping of pairs of elements in the shuffling
+algorithm would be much harder using lists, while mergesort would be harder
+using vectors.
+
+<P>The best way to understand these differences in style is to know the
+operations that are most efficient for each kind of aggregate.  In each
+case, there are certain operations that can be done in one small unit of
+time, regardless of the number of elements in the aggregate, while other
+operations take more time for more elements.  The <EM>constant time</EM>
+operations for lists are <CODE>cons</CODE>, <CODE>car</CODE>, <CODE>cdr</CODE>, and <CODE>null?</CODE>;
+the ones for vectors are <CODE>vector-ref</CODE>, <CODE>vector-set!</CODE>, and <CODE>vector-length</CODE>.<A NAME="text5" HREF="vectors#ft5">[5]</A>  And if you reread the
+squaring programs, you'll find that these are precisely the operations
+they use.
+
+<P>We might have used <CODE>list-ref</CODE> in the list version, but we didn't, and
+Scheme programmers usually don't, because we know that it would be slower.
+Similarly, we could implement something like <CODE>cdr</CODE> for vectors, but that
+would be slow, too, since it would have to make a one-smaller vector and
+copy the elements one at a time.  There are two possible morals to this
+story, and they're both true:  First, programmers invent and learn the
+algorithms that make sense for whatever data structure is available.  Thus
+we have well-known programming patterns, such as the <CODE>filter</CODE> pattern,
+appropriate for lists, and different patterns appropriate for vectors.
+Second, programmers choose which data structure to use depending on what
+algorithms they need.  If you want to shuffle cards, use a vector, but if
+you want to split the deck into a bunch of variable-size piles, lists might
+be more appropriate.  In general, vectors are good at selecting elements in
+arbitrary order from a fixed-size collection; lists are good only at
+selecting elements strictly from left to right, but they can vary in size.
+
+<P>In this book, despite what we're saying here about efficiency, we've
+generally tried to present algorithms in the way that's easiest to
+understand, even when we know that there's a faster way.  For example, we've
+shown several recursive procedures in which the base case test was
+
+<P><PRE>(= (count sent) 1)
+</PRE>
+
+<P>If we were writing the program for practical use, rather than for
+a book, we would have written
+
+<P><PRE>(empty? (butfirst sent))
+</PRE>
+
+<P>because we know that <CODE>empty?</CODE> and <CODE>butfirst</CODE> are both
+constant time operations (because for sentences they're implemented as
+<CODE>null?</CODE> and <CODE>cdr</CODE>), while <CODE>count</CODE> takes a long time for large
+sentences.  But the version using <CODE>count</CODE> makes the intent
+clearer.<A NAME="text6" HREF="vectors#ft6">[6]</A>
+
+<P><H2>State, Sequence, and Effects</H2>
+
+<P>Effects, sequence, and state are three sides of the same
+coin.<A NAME="text7" HREF="vectors#ft7">[7]</A>
+
+<P>In Chapter 20 we explained the connection between effect (printing
+something on the screen) and sequence: It matters what you print first.
+We also noted that there's no benefit to a sequence of expressions unless
+those expressions produce an effect, since the values returned by all but
+the last expression are discarded.
+
+<P>In this chapter we've seen another connection.  The way our vector programs
+maintain state information is by carrying out effects, namely, <CODE>vector-set!</CODE> invocations.  Actually, <EM>every</EM> effect changes some kind
+of state; if not in Scheme's memory, then on the computer screen or in a
+file.
+
+<P>The final connection to be made is between state and sequence.  Once a
+program maintains state, it matters whether some computation is carried out
+before or after another computation that changes the state.  The example at
+the beginning of this chapter in which an expression had different results
+before and after defining a variable illustrates this point.  As another
+example, if we evaluate <CODE>(lap 1)</CODE> 200 times and <CODE>(lap 2)</CODE> 200 times,
+the program's determination of the winner of the race depends on whether the
+last evaluation of <CODE>(lap 1)</CODE> comes before or after the last invocation
+of <CODE>(lap 2)</CODE>.
+
+<P>Because these three ideas are so closely connected, the names <EM>sequential programming</EM> (emphasizing sequence) and <EM><A NAME="g18"></A><A NAME="g19"></A>imperative programming</EM> (emphasizing effect) are both used to
+refer to a style of programming that uses all three.  This style is in
+contrast with functional programming, which, as you know, uses none of them.
+
+<P>Although functional and sequential programming are, in a sense, opposites,
+it's perfectly possible to use both styles within one program, as we pointed
+out in the tic-tac-toe program of Chapter 20.  We'll show more such hybrid
+programs in the following chapters.
+
+<P><H2>Pitfalls</H2>
+
+<P>Don't forget that the first element of a vector is number zero, and
+there is no element whose index number is equal to the length of the
+vector.  (Although these points are equally true for lists, it doesn't often
+matter, because we rarely select the elements of a list by number.)  In
+particular, in a vector recursion, if zero is the base case, then there's
+probably still one element left to process.
+
+<P>Try the following experiment:
+
+<P><PRE>&gt; (define dessert (vector 'chocolate 'sundae))
+&gt; (define two-desserts (list dessert dessert))
+&gt; (vector-set! (car two-desserts) 1 'shake)
+&gt; two-desserts
+(#(CHOCOLATE SHAKE) #(CHOCOLATE SHAKE))
+</PRE>
+
+<P>You might have expected that after asking to change one word in
+<CODE>two-desserts</CODE>, the result would be
+
+<P><PRE>(#(CHOCOLATE SHAKE) #(CHOCOLATE SUNDAE))
+</PRE>
+
+<P>However, because of the way we created <CODE>two-desserts</CODE>, both of
+its elements are the <EM>same</EM> vector.  If you think of a list as a
+collection of things, it's strange to imagine the very same thing in two
+different places, but that's the situation.  If you want to have two separate
+vectors that happen to have the same values in their elements, but are
+individually mutable, you'd have to say
+
+<P><PRE>&gt; (define two-desserts (list (vector 'chocolate 'sundae)
+			     (vector 'chocolate 'sundae)))
+&gt; (vector-set! (car two-desserts) 1 'shake)
+&gt; two-desserts
+(#(CHOCOLATE SHAKE) #(CHOCOLATE SUNDAE))
+</PRE>
+
+<P>Each invocation of <CODE>vector</CODE> or <CODE>make-vector</CODE> creates a
+new, independent vector.
+
+<P><H2>Exercises</H2>
+
+<P>
+
+<P><EM>Do not solve any of the following exercises by converting a
+vector to a list, using list procedures, and then converting the result back
+to a vector.</EM>
+
+<P><B>23.1</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g20"></A>sum-vector</CODE> that takes a vector full of
+numbers as its argument and returns the sum of all the numbers:
+
+<P><PRE>&gt; (sum-vector '#(6 7 8))
+21
+</PRE>
+
+
+<P>
+<B>23.2</B>&nbsp;&nbsp;Some versions of Scheme provide a procedure <A NAME="g21"></A><CODE>vector-fill!</CODE> that takes a
+vector and anything as its two arguments.  It replaces every element of the
+vector with the second argument, like this:
+
+<P><PRE>&gt; (define vec (vector 'one 'two 'three 'four))
+
+&gt; vec
+#(one two three four)
+
+&gt; (<A NAME="g22"></A>vector-fill! vec 'yeah)
+
+&gt; vec
+#(yeah yeah yeah yeah)
+</PRE>
+
+<P>Write <CODE>vector-fill!</CODE>.  (It doesn't matter what value it
+returns.)
+
+
+<P>
+<B>23.3</B>&nbsp;&nbsp;Write a function <CODE><A NAME="g23"></A>vector-append</CODE> that works just like regular <CODE>append</CODE>, but for vectors:
+
+<P><PRE>&gt; (vector-append '#(not a) '#(second time))
+#(not a second time)
+</PRE>
+
+
+<P>
+<B>23.4</B>&nbsp;&nbsp;Write <CODE>vector-&gt;list</CODE>.
+
+
+<P>
+<B>23.5</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g24"></A>vector-map</CODE> that takes two arguments, a
+function and a vector, and returns a new vector in which each box contains
+the result of applying the function to the corresponding element of the
+argument vector.
+
+
+<P>
+<B>23.6</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g25"></A>vector-map!</CODE> that takes two arguments, a
+function and a vector, and modifies the argument vector by replacing each
+element with the result of applying the function to that element.  Your
+procedure should return the same vector.
+
+
+<P>
+<B>23.7</B>&nbsp;&nbsp;Could you write <CODE>vector-filter</CODE>?  How about <CODE>vector-filter!</CODE>?
+Explain the issues involved.
+
+
+<P>
+<B>23.8</B>&nbsp;&nbsp;Modify the <CODE>lap</CODE> procedure to print &quot;Car 34 wins!&quot; when car 34
+completes its 200th lap.  (A harder but more correct modification is
+to print the message only if no other car has completed 200 laps.)
+
+
+<P>
+<B>23.9</B>&nbsp;&nbsp;<A NAME="itstrivial"></A>
+Write a procedure <CODE><A NAME="g26"></A>leader</CODE> that says which car is in the lead
+right now.
+
+
+<P>
+<B>23.10</B>&nbsp;&nbsp;Why doesn't this solution to Exercise <A HREF="vectors.html#itstrivial">23.9</A> work?
+
+<P><PRE>(define (leader)
+  (leader-helper 0 1))
+
+(define (leader-helper leader index)
+  (cond ((= index 100) leader)
+	((&gt; (lap index) (lap leader))
+	 (leader-helper index (+ index 1)))
+	(else (leader-helper leader (+ index 1)))))
+</PRE>
+
+
+<P>
+<B>23.11</B>&nbsp;&nbsp;In some restaurants, the servers use computer terminals to keep track of
+what each table has ordered.  Every time you order more food, the server
+enters your order into the computer.  When you're ready for the check, the
+computer prints your bill.
+
+<P>You're going to write two procedures, <CODE><A NAME="g27"></A>order</CODE> and <CODE><A NAME="g28"></A>bill.</CODE> <CODE>Order</CODE> takes a table number and an item as arguments and
+adds the cost of that item to that table's bill.  <CODE>Bill</CODE> takes a table
+number as its argument, returns the amount owed by that table, and resets
+the table for the next customers.  (Your <CODE>order</CODE> procedure can examine a
+global variable <CODE>*menu*</CODE> to find the price of each item.)
+
+<P><PRE>&gt; (order 3 'potstickers)
+
+&gt; (order 3 'wor-won-ton)
+
+&gt; (order 5 'egg-rolls)
+
+&gt; (order 3 'shin-shin-special-prawns)
+
+&gt; (bill 3)
+13.85
+
+&gt; (bill 5)
+2.75
+</PRE>
+
+
+<P>
+<B>23.12</B>&nbsp;&nbsp;Rewrite selection sort (from Chapter 15) to sort a vector.  This can
+be done in a way similar to the procedure for shuffling a deck:  Find
+the smallest element of the vector and exchange it (using <CODE>vector-swap!</CODE>) with the value in the first box.  Then find the smallest
+element not including the first box, and exchange that with the second box,
+and so on.  For example, suppose we have a vector of numbers:
+
+<P><PRE>#(23 4 18 7 95 60)
+</PRE>
+
+<P>Your program should transform the vector through these
+intermediate stages:
+
+<P><PRE>#(4 23 18 7 95 60)   ; exchange 4 with 23
+#(4 7 18 23 95 60)   ; exchange 7 with 23
+#(4 7 18 23 95 60)   ; exchange 18 with itself
+#(4 7 18 23 95 60)   ; exchange 23 with itself
+#(4 7 18 23 60 95)   ; exchange 60 with 95
+</PRE>
+
+
+<P>
+<B>23.13</B>&nbsp;&nbsp;Why doesn't this work?
+
+<P><PRE>(define (vector-swap! vector index1 index2)
+  (vector-set! vector index1 (vector-ref vector index2))
+  (vector-set! vector index2 (vector-ref vector index1)))
+</PRE>
+
+
+<P>
+<B>23.14</B>&nbsp;&nbsp;Implement a two-dimensional version of vectors.  (We'll call one of these
+structures a <EM>matrix.</EM>) The implementation will use a vector of
+vectors.  For example, a three-by-five matrix will be a three-element
+vector, in which each of the elements is a five-element vector.  Here's
+how it should work:
+<A NAME="twodimvect"></A>
+
+<P><PRE>&gt; (define m (make-matrix 3 5))
+
+&gt; (matrix-set! m 2 1 '(her majesty))
+
+&gt; (matrix-ref m 2 1)
+(HER MAJESTY)
+</PRE>
+
+<P>
+<B>23.15</B>&nbsp;&nbsp;Generalize Exercise <A HREF="vectors.html#twodimvect">23.14</A> by implementing an <EM>array</EM>
+structure that can have any number of dimensions.  Instead of taking two
+numbers as index arguments, as the matrix procedures do, the array
+procedures will take one argument, a <EM>list</EM> of numbers.  The number of
+numbers is the number of dimensions, and it will be constant for any particular
+array.  For example, here is a three-dimensional array (4&times;5&times;6):
+<A NAME="arrays"></A>
+
+<P><PRE>&gt; (define a1 (make-array '(4 5 6)))
+
+&gt; (array-set! a1 '(3 2 3) '(the end))
+</PRE>
+
+<P>
+<B>23.16</B>&nbsp;&nbsp;We want to reimplement sentences as vectors instead of lists.
+
+<P>(a) Write versions of <CODE>sentence</CODE>, <CODE>empty?</CODE>, <CODE>first</CODE>,
+<CODE>butfirst</CODE>, <CODE>last</CODE>, and <CODE>butlast</CODE> that use vectors.  Your
+selectors need only work for sentences, not for words.
+
+<P><PRE>&gt; (sentence 'a 'b 'c)
+#(A B C)
+
+&gt; (butfirst (sentence 'a 'b 'c))
+#(B C)
+</PRE>
+
+<P>(You don't have to make these procedures work on lists as well as
+vectors!)
+
+<P>(b) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.
+
+<P><PRE>(define (praise stuff)
+  (sentence stuff '(is good)))
+</PRE>
+
+<P>(c) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.
+
+<P><PRE>(define (praise stuff)
+  (sentence stuff 'rules!))
+</PRE>
+
+<P>(d) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.  If so, is there some
+optional rewriting that would improve its performance?
+
+<P><PRE>(define (item n sent)
+  (if (= n 1)
+      (first sent)
+      (item (- n 1) (butfirst sent))))
+</PRE>
+
+<P>
+<P>(e) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.  If so, is there some
+optional rewriting that would improve its performance?
+
+<P><PRE>(define (every fn sent)
+  (if (empty? sent)
+      sent
+      (sentence (fn (first sent))
+		(every fn (butfirst sent)))))
+</PRE>
+
+<P>(f) In what ways does using vectors to implement sentences affect
+the speed of the selectors and constructor?  Why do you think we chose to
+use lists?
+
+
+<P>
+
+<HR>
+<A NAME="ft1" HREF="vectors#text1">[1]</A> The Scheme standard says that the initial contents of the
+boxes is &quot;unspecified.&quot; That means that the result depends on the
+particular version of Scheme you're using.  It's a bad idea to try to
+examine the contents of a box before putting something in it.<P>
+<A NAME="ft2" HREF="vectors#text2">[2]</A> In some versions of Scheme, <CODE>make-vector</CODE> can take an
+optional argument specifying an initial value to put in every box.  In those
+versions, we could just say
+
+<P><PRE>(define *lap-vector* (make-vector 100 0))
+</PRE>
+
+<P>without having to use the initialization procedure.<P>
+<A NAME="ft3" HREF="vectors#text3">[3]</A> That's what we mean by &quot;non-functional,&quot; not that it doesn't
+work!<P>
+<A NAME="ft4" HREF="vectors#text4">[4]</A> We could get around
+this problem in a different way:
+
+<P><PRE>(define (card-list)
+  (every (lambda (suit) (every (lambda (rank) (word suit rank))
+			       '(a 2 3 4 5 6 7 8 9 10 j q k)))
+	 '(h s d c)))
+</PRE>
+
+<P>In this version, we're taking advantage of the fact that our
+sentence data type was defined in a way that prevents the creation of
+sublists.  A sentence of cards is a good representation for the deck.
+However, with this approach we are mixing up the list and sentence data
+types, because later we're going to invoke <CODE>list-&gt;vector</CODE> with this deck
+of cards as its argument.  If we use sentence tools such as <CODE>every</CODE> to
+create the deck, then the procedure <CODE>card-list</CODE> should really be called
+<CODE>card-sentence</CODE>.
+
+<P>What difference does it make?  The <CODE>every</CODE> version works fine, as long
+as sentences are implemented as lists, so that <CODE>list-&gt;vector</CODE> can be
+applied to a sentence.  But the point about abstract data types such as
+sentences is to avoid making assumptions about their implementation.  If
+for some reason we decided to change the internal representation of
+sentences, then <CODE>list-&gt;vector</CODE> could no longer be applied to a sentence.
+Strictly speaking, if we're going to use this trick, we need a separate
+conversion procedure <CODE>sentence-&gt;vector</CODE>.
+
+<P>Of course, if you don't mind a little typing, you can avoid this whole issue
+by having a quoted list of all 52 cards built into the definition of <CODE>card-list</CODE>.
+<P>
+<A NAME="ft5" HREF="vectors#text5">[5]</A> Where did this information come from?  Just take our
+word for it.  In later courses you'll study how vectors and lists are
+implemented, and then there will be reasons.<P>
+<A NAME="ft6" HREF="vectors#text6">[6]</A> For words, it turns out, the <CODE>count</CODE> version is faster,
+because words behave more like vectors than like lists.<P>
+<A NAME="ft7" HREF="vectors#text7">[7]</A> &hellip; to coin a phrase.<P>
+<P><A HREF="../ss-toc2.html">(back to Table of Contents)</A><P>
+<A HREF="../ssch22/files.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../ssch24/spread.html"><STRONG>NEXT</STRONG></A>
+
+<P>
+<ADDRESS>
+<A HREF="../index.html">Brian Harvey</A>, 
+<CODE>bh@cs.berkeley.edu</CODE>
+</ADDRESS>
+</BODY>
+</HTML>
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+<P>
+
+<P><CENTER><IMG SRC="../ss-pics/lockers.jpg" ALT="figure: lockers"></CENTER><A NAME="lockers"></A><P><CENTER>A row of boxes
+</CENTER><P>
+
+<HTML>
+<HEAD>
+<TITLE>Simply Scheme: Introducing Computer Science ch 23: Vectors</TITLE>
+</HEAD>
+<BODY>
+<HR>
+<CITE>Simply Scheme:</CITE>
+<CITE>Introducing Computer Science</CITE> 2/e Copyright (C) 1999 MIT
+<H2>Chapter 23</H2>
+<H1>Vectors</H1>
+
+<TABLE width="100%"><TR><TD>
+<IMG SRC="../simply.jpg" ALT="cover photo">
+<TD><TABLE>
+<TR><TD align="right"><CITE><A HREF="http://www.cs.berkeley.edu/~bh/">Brian
+Harvey</A><BR>University of California, Berkeley</CITE>
+<TR><TD align="right"><CITE><A HREF="http://ccrma.stanford.edu/~matt">Matthew
+Wright</A><BR>University of California, Santa Barbara</CITE>
+<TR><TD align="right"><BR>
+<TR><TD align="right"><A HREF="../pdf/ssch23.pdf">Download PDF version</A>
+<TR><TD align="right"><A HREF="../ss-toc2.html">Back to Table of Contents</A>
+<TR><TD align="right"><A HREF="../ssch22/files.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../ssch24/spread.html"><STRONG>NEXT</STRONG></A>
+<TR><TD align="right"><A HREF="http://mitpress.mit.edu/0262082810">MIT
+Press web page for <CITE>Simply Scheme</CITE></A>
+</TABLE></TABLE>
+
+<HR>
+
+<P>So far all the programs we've written in this book have had no memory of the
+past history of the computation.  We invoke a function with certain
+arguments, and we get back a value that depends only on those arguments.
+Compare this with the operation of Scheme itself:
+
+<P><PRE>&gt; (foo 3)
+ERROR: FOO HAS NO VALUE
+
+&gt; (define (foo x)
+    (word x x))
+
+&gt; (foo 3)
+33
+</PRE>
+
+<P>Scheme <EM>remembers</EM> that you have defined <CODE>foo</CODE>, so its response to
+the very same expression is different the second time.  Scheme maintains a
+record of certain results of its past interaction with you; in particular,
+Scheme remembers the global variables that you have defined.  This record is
+called its <EM>state.</EM>
+
+<P>Most of the programs that people use routinely are full of state; your text
+editor, for example, remembers all the characters in your file.  In this
+chapter you will learn how to write programs with state.
+
+<P><H2>The Indy 500</H2>
+
+<P>The Indianapolis 500 is an annual 500-mile automobile race, famous among
+people who like that sort of thing.  It's held at the Indianapolis Motor
+<A NAME="g1"></A>
+Speedway, a racetrack in Indianapolis, Indiana.  (Indiana is better known as
+the home of Dan Friedman, the coauthor of some good books about Scheme.)
+The racetrack is 2&frac12; miles long, so, as you might imagine, the
+racers have to complete 200 laps in order to finish the race.  This means
+that someone has to keep track of how many laps each car has completed so
+far.
+
+<P>Let's write a program to help this person keep count.  Each car has a
+number, and the count person will invoke the procedure <CODE>lap</CODE> with that
+number as argument every time a car completes a lap.  The procedure will
+return the number of laps that that car has completed altogether:
+
+<P><PRE>&gt; (lap 87)
+1
+
+&gt; (lap 64)
+1
+
+&gt; (lap 17)
+1
+
+&gt; (lap 64)
+2
+
+&gt; (lap 64)
+3
+</PRE>
+
+<P>(Car 64 managed to complete three laps before the other cars
+completed two because the others had flat tires.)  Note that we typed
+the expression <CODE>(lap 64)</CODE> three times and got three different answers.
+<CODE>Lap</CODE> isn't a function!  A function has to return the same answer
+whenever it's invoked with the same arguments.
+
+<P><H2>Vectors</H2>
+
+<P>The point of this chapter is to show how procedures like <CODE>lap</CODE> can be
+written.  To accomplish this, we're going to use a data structure called a
+<EM>vector.</EM> (You may have seen something similar in other
+programming languages under the name &quot;array.&quot;)
+
+<P>A vector is, in effect, a row of boxes into which values can be put.  Each
+vector has a fixed number of boxes; when you create a vector, you have to say
+how many boxes you want.  Once a vector is created, there are two things you
+can do with it:  You can put a new value into a box (replacing any old value
+that might have been there), or you can examine the value in a box.  The
+boxes are numbered, starting with zero.
+
+<P><PRE>&gt; (define v (<A NAME="g2"></A>make-vector 5))
+
+&gt; (<A NAME="g3"></A>vector-set! v 0 'shoe)
+
+&gt; (vector-set! v 3 'bread)
+
+&gt; (vector-set! v 2 '(savoy truffle))
+
+&gt; (<A NAME="g4"></A>vector-ref v 3)
+BREAD
+</PRE>
+
+<P>There are several details to note here.  When we invoke <CODE>make-vector</CODE> we
+give it one argument, the number of boxes we want the vector to have.  (In
+this example, there are five boxes, numbered 0 through 4.  There is no
+box 5.)  When we create the vector, there is nothing in any of the
+boxes.<A NAME="text1" HREF="vectors.html#ft1">[1]</A>
+
+<P>We put things in boxes using the <CODE>vector-set!</CODE> procedure.  The
+exclamation point in its name, indicates that this is a <EM>mutator</EM>&mdash;a procedure that changes the value of some previously
+created data structure.  The exclamation point is pronounced &quot;bang,&quot; as in
+&quot;vector set bang.&quot; (Scheme actually has several such mutators, including
+mutators for lists, but this is the only one we'll use in this book.
+A procedure that modifies its argument is also called <EM>destructive.</EM>) The arguments to <CODE>vector-set!</CODE> are the vector, the
+number of the box (the <EM>index</EM>), and the desired new value.  Like <CODE>define</CODE>, <CODE>vector-set!</CODE> returns an unspecified value.
+
+<P>We examine the contents of a box using <CODE>vector-ref</CODE>, which takes two
+arguments, the vector and an index.  <CODE>Vector-ref</CODE> is similar to <CODE>list-ref</CODE>, except that it operates on vectors instead of lists.
+
+<P>We can change the contents of a box that already has something in it.
+
+<P><PRE>&gt; (vector-set! v 3 'jewel)
+
+&gt; (vector-ref v 3)
+JEWEL
+</PRE>
+
+<P>The old value of box 3, <CODE>bread</CODE>, is no longer there.  It's
+been replaced by the new value.
+
+<P><PRE>&gt; (vector-set! v 1 741)
+
+&gt; (vector-set! v 4 #t)
+
+&gt; v
+#(SHOE 741 (SAVOY TRUFFLE) JEWEL #T)
+</PRE>
+
+<P>Once the vector is completely full, we can print its value.  Scheme
+prints vectors in a format like that of lists, except that there is a number
+sign (<CODE>#</CODE>) before the open parenthesis.  If you ever have need for a
+constant vector (one that you're not going to mutate), you can quote it
+using the same notation:
+
+<P><PRE>&gt; (vector-ref '#(a b c d) 2)
+C
+</PRE>
+
+<P><H2>Using Vectors in Programs</H2>
+
+<P>To implement our <CODE>lap</CODE> procedure, we'll keep its state information, the
+lap counts, in a vector.  We'll use the car number as the index into the
+vector.  It's not enough to create the vector; we have to make sure that
+each box has a zero as its initial value.
+
+<P><PRE>(define *lap-vector* (make-vector 100))
+
+(define (<A NAME="g5"></A>initialize-lap-vector index)
+  (if (&lt; index 0)
+      'done
+      (begin (vector-set! *lap-vector* index 0)
+	     (initialize-lap-vector (- index 1)))))
+
+&gt; (initialize-lap-vector 99)
+DONE
+</PRE>
+
+<P>We've created a global variable whose value is the vector.  We
+used a recursive procedure to put a zero into each box of the
+vector.<A NAME="text2" HREF="vectors.html#ft2">[2]</A> Note that the
+vector is of length 100, but its largest index is 99.  Also, the base case
+of the recursion is that the index is less than zero, not equal to zero as
+in many earlier examples.  That's because zero is a valid index.
+
+<P>Now that we have the vector, we can write <CODE>lap</CODE>.
+
+<P><PRE>(define (<A NAME="g6"></A>lap car-number)
+  (vector-set! *lap-vector*
+	       car-number
+	       (+ (vector-ref *lap-vector* car-number) 1))
+  (vector-ref *lap-vector* car-number))
+</PRE>
+
+<P>Remember that a procedure body can include more than one
+expression.  When the procedure is invoked, the expressions will be
+evaluated in order.  The value returned by the procedure is the value of the
+last expression (in this case, the second one).
+
+<P><CODE>Lap</CODE> has both a return value and a side effect.  The job of the first
+expression is to carry out that side effect, that is, to add 1 to the lap
+count for the specified car.  The second expression looks at the value we
+just put in a box to determine the return value.
+
+<P><H2>Non-Functional Procedures and State</H2>
+
+<P>We remarked earlier that <CODE>lap</CODE> isn't a function because invoking it
+twice with the same argument doesn't return the same value both
+times.<A NAME="text3" HREF="vectors.html#ft3">[3]</A>
+
+<P>It's not a coincidence that <CODE>lap</CODE> also violates functional programming
+by maintaining state information.  Any procedure whose return value is not a
+function of its arguments (that is, whose return value is not always the
+same for any particular arguments) must depend on knowledge of what has
+happened in the past.  After all, computers don't pull results out of the
+air; if the result of a computation doesn't depend entirely on the arguments
+we give, then it must depend on some other information available to the
+program.
+
+<P>Suppose somebody asks you, &quot;Car 54 has just completed a lap; how many has it
+completed in all?&quot; You can't answer that question with only the information
+in the question itself; you have to remember earlier events in the race.  By
+contrast, if someone asks you, &quot;What's the plural of `book'?&quot; what has
+happened in the past doesn't matter at all.
+
+<P>The connection between non-functional procedures and state also applies to
+non-functional Scheme primitives.  The <CODE>read</CODE> procedure, for example,
+returns different results when you invoke it repeatedly with the same
+argument because it remembers how far it's gotten in the file.  That's why
+the argument is a port instead of a file name: A port is an abstract data
+type that includes, among other things, this piece of state.  (If you're
+reading from the keyboard, the state is in the person doing the typing.)
+
+<P>A more surprising example is the <A NAME="g7"></A><CODE>random</CODE> procedure that you met in
+Chapter 2. <CODE>Random</CODE> isn't a function because it doesn't always
+return the same value when called with the same argument.  How does <CODE>random</CODE> compute its result?  Some versions of <CODE>random</CODE> compute a number
+that's based on the current time (in tiny units like milliseconds so you
+don't get the same answer from two calls in quick succession).  How does
+your computer know the time?  Every so often some procedure (or some
+hardware device) adds 1 to a remembered value, the number of milliseconds
+since midnight.  That's state, and <CODE>random</CODE> relies on it.
+
+<P>The most commonly used algorithm for random numbers is a little trickier;
+each time you invoke <CODE>random</CODE>, the result is a function of <EM>the
+result from the last time you invoked it.</EM>  (The procedure is pretty
+complicated; typically the old number is multiplied by some large, carefully
+chosen constant, and only the middle digits of the product are kept.)  Each
+time you invoke <CODE>random</CODE>, the returned value is stashed away somehow so
+that the next invocation can remember it.  That's state too.
+
+<P>Just because a procedure remembers something doesn't necessarily make it
+stateful.  <EM>Every</EM> procedure remembers the arguments with which it was
+invoked, while it's running.  Otherwise the arguments wouldn't be able to
+affect the computation.  A procedure whose result depends only on its
+arguments (the ones used in the current invocation) is functional.  The
+procedure is non-functional if it depends on something outside of its
+current arguments.  It's that sort of &quot;long-term&quot; memory that we consider
+to be state.
+
+<P>In particular, a procedure that uses <CODE>let</CODE> isn't stateful merely because
+the body of the <CODE>let</CODE> remembers the values of the variables created by the
+<CODE>let</CODE>.  Once <CODE>let</CODE> returns a value, the variables that it created no
+longer exist.  You couldn't use <CODE>let</CODE>, for example, to carry out the
+kind of remembering that <CODE>random</CODE> needs.  <CODE>Let</CODE> doesn't remember a
+value <EM>between</EM> invocations, just during a single invocation.
+
+<P><H2>Shuffling a Deck</H2>
+
+<P>One of the advantages of the vector data structure is that it allows
+elements to be rearranged.  As an example, we'll create and shuffle a
+deck of cards.
+
+<P>We'll start with a procedure <CODE>card-list</CODE> that returns a list of all the
+cards, in standard order:
+
+<P><PRE>(define (<A NAME="g8"></A>card-list)
+  (reduce append
+	  (map (lambda (suit) (map (lambda (rank) (word suit rank))
+				   '(a 2 3 4 5 6 7 8 9 10 j q k)))
+	       '(h s d c))))
+
+&gt; (card-list)
+(HA H2 H3 H4 H5 H6 H7 H8 H9 H10 HJ HQ HK 
+ SA S2 S3 S4 S5 S6 S7 S8 S9 S10 SJ SQ SK 
+ DA D2 D3 D4 D5 D6 D7 D8 D9 D10 DJ DQ DK 
+ CA C2 C3 C4 C5 C6 C7 C8 C9 C10 CJ CQ CK)
+</PRE>
+
+<P>In writing <CODE>card-list</CODE>, we need <CODE>reduce append</CODE> because the result
+from the outer invocation of <CODE>map</CODE> is a list of lists: <CODE>((HA H2 &hellip;) (SA &hellip;) &hellip;)</CODE>.<A NAME="text4" HREF="vectors.html#ft4">[4]</A>
+
+<P>Each time we want a new deck of cards, we start with this list of 52 cards,
+copy the list into a vector, and shuffle that vector.  We'll use the Scheme
+primitive <CODE><A NAME="g9"></A><CODE>list-&gt;vector</CODE></CODE>, which takes a list as argument and
+returns a vector of the same length, with the boxes initialized to the
+corresponding elements of the list. (There is also a procedure <CODE><A NAME="g10"></A><CODE>vector-&gt;list</CODE></CODE> that does the reverse.  The characters <CODE>-&gt;</CODE> in
+these function names are meant to look like an arrow
+(&rarr;); this is a Scheme convention for functions
+that convert information from one data type to another.)
+
+<P><PRE>(define (<A NAME="g11"></A>make-deck)
+  (shuffle! (list-&gt;vector (card-list)) 51))
+
+(define (<A NAME="g12"></A>shuffle! deck index)
+  (if (&lt; index 0)
+      deck
+      (begin (vector-swap! deck index (random (+ index 1)))
+	     (shuffle! deck (- index 1)))))
+
+(define (<A NAME="g13"></A>vector-swap! vector index1 index2)
+  (let ((temp (vector-ref vector index1)))
+    (vector-set! vector index1 (vector-ref vector index2))
+    (vector-set! vector index2 temp)))
+</PRE>
+
+<P>
+<P>Now, each time we call <CODE>make-deck</CODE>, we get a randomly shuffled
+vector of cards:
+
+<P><PRE>&gt; (make-deck)
+#(C4 SA C7 DA S4 D9 SQ H4 C10 D5 H9 S10 D6
+  S9 CA C9 S2 H7 S5 H6 D7 HK S7 C3 C2 C6
+  HJ SK CQ CJ D4 SJ D8 S8 HA C5 DK D3 HQ
+  D10 H8 DJ C8 H2 H5 H3 CK S3 DQ S6 D2 H10)
+
+&gt; (make-deck)
+#(CQ H7 D10 D5 S8 C7 H10 SQ H4 H3 D8 C9 S7
+  SK DK S6 DA D4 C6 HQ D6 S2 H5 CA H2 HJ
+  CK D7 H6 HA CJ C4 SJ HK SA C2 D2 S4 DQ
+  S5 C10 H9 D9 C5 D3 DJ C3 S9 S3 C8 S10 H8)
+</PRE>
+
+<P>How does the shuffling algorithm work?  Conceptually it's not complicated,
+but there are some implementation details that make the actual procedures a
+little tricky.  The general idea is this:  We want all the cards shuffled
+into a random order.  So we choose any card at random, and make it the first
+card.  We're then left with a one-card-smaller deck to shuffle, and we do
+that by recursion.  (This algorithm is similar to selection sort from
+Chapter 15, except that we select a random card each time instead of
+selecting the smallest value.)
+
+<P>The details that complicate this algorithm have to do with the fact that
+we're using a vector, in which it's easy to change the value in one
+particular position, but it's not easy to do what would otherwise be the
+most natural thing:  If you had a handful of actual cards and wanted to move
+one of them to the front, you'd slide the other cards over to make room.
+There's no &quot;sliding over&quot; in a vector.  Instead we use a trick; we happen
+to have an empty slot, the one from which we removed the randomly chosen
+card, so instead of moving several cards, we just move the one card that was
+originally at the front into that slot.  In other words, we exchange two
+cards, the randomly chosen one and the one that used to be in front.
+
+<P>Second, there's nothing comparable to <CODE>cdr</CODE> to provide a
+one-card-smaller vector to the recursive invocation.  Instead, we must use
+the entire vector and also provide an additional <CODE>index</CODE> argument, a
+number that keeps track of how many cards remain to be shuffled.  It's
+simplest if each recursive invocation is responsible for the range of cards
+from position <CODE>0</CODE> to position <CODE>index</CODE> of the vector, and therefore
+the program actually moves each randomly selected card to the <EM>end</EM> of
+the remaining portion of the deck.
+
+<P><H2>More Vector Tools</H2>
+
+<P>If you want to make a vector with only a few boxes, and you know in advance
+what values you want in those boxes, you can use the constructor
+<A NAME="g14"></A><CODE>vector</CODE>.  Like <CODE>list</CODE>, it takes any number of arguments and
+returns a vector containing those arguments as elements:
+
+<P><PRE>&gt; (define beatles (vector 'john 'paul 'george 'pete))
+
+&gt; (vector-set! beatles 3 'ringo)
+
+&gt; beatles
+#(JOHN PAUL GEORGE RINGO)
+</PRE>
+
+<P>The procedure <A NAME="g15"></A><CODE>vector-length</CODE> takes a vector as argument and returns the
+number of boxes in the vector.
+
+<P><PRE>&gt; (vector-length beatles)
+4
+</PRE>
+
+<P>The predicate <CODE>equal?</CODE>, which we've used with words and lists, also
+accepts vectors as arguments.  Two vectors are equal if they are the same
+size and all their corresponding elements are equal.  (A list and a vector
+are never equal, even if their elements are equal.)
+
+<P>Finally, the predicate <A NAME="g16"></A><CODE>vector?</CODE> takes anything as argument and returns
+<CODE>#t</CODE> if and only if its argument is a vector.
+
+<P><H2>The Vector Pattern of Recursion</H2>
+
+<P>Here are two procedures that you've seen earlier in this chapter, which do
+something to each element of a vector:
+
+<P><PRE>(define (initialize-lap-vector index)
+  (if (&lt; index 0)
+      'done
+      (begin (vector-set! *lap-vector* index 0)
+	     (initialize-lap-vector (- index 1)))))
+
+(define (shuffle! deck index)
+  (if (&lt; index 0)
+      deck
+      (begin (vector-swap! deck index (random (+ index 1)))
+	     (shuffle! deck (- index 1)))))
+</PRE>
+
+<P>These procedures have a similar structure, like the similarities we found in
+other recursive patterns.  Both of these procedures take an index as an
+argument, and both have
+
+<P><PRE>(&lt; index 0)
+</PRE>
+
+<P>as their base case.  Also, both have, as their recursive case, a
+<CODE>begin</CODE> in which the first action does something to the vector element
+selected by the current index, and the second action is a recursive call
+with the index decreased by one.  These procedures are initially called with
+the largest possible index value.
+
+<P>In some cases it's more convenient to count the index upward from zero:
+
+<P><PRE>(define (<A NAME="g17"></A>list-&gt;vector lst)
+  (l-&gt;v-helper (make-vector (length lst)) lst 0))
+
+(define (l-&gt;v-helper vec lst index)
+  (if (= index (vector-length vec))
+      vec
+      (begin (vector-set! vec index (car lst))
+	     (l-&gt;v-helper vec (cdr lst) (+ index 1)))))
+</PRE>
+
+<P>Since lists are naturally processed from left to right (using
+<CODE>car</CODE> and <CODE>cdr</CODE>), this program must process the vector from left to
+right also.
+
+<P><H2>Vectors versus Lists</H2>
+
+<P>Since we introduced vectors to provide mutability, you may have the
+impression that mutability is the main difference between vectors and
+lists.  Actually, lists are mutable too, although the issues are more
+complicated; that's why we haven't used list mutation in this book.
+
+<P>The most important difference between lists and vectors is that each
+kind of aggregate lends itself to a different style of programming, because
+some operations are faster than others in each.  List programming is
+characterized by two operations: dividing a list into its first element and
+all the rest, and sticking one new element onto the front of a list.  Vector
+programming is characterized by selecting elements in any order, from a
+collection whose size is set permanently when the vector is created.
+
+<P>To make these rather vague descriptions more concrete, here are two
+procedures, one of which squares every number in a list, and the other of
+which squares every number in a vector:
+
+<P><PRE>(define (list-square numbers)
+  (if (null? numbers)
+      '()
+      (cons (square (car numbers))
+	    (list-square (cdr numbers)))))
+
+(define (vector-square numbers)
+  (vec-sq-helper (make-vector (vector-length numbers))
+		 numbers
+		 (- (vector-length numbers) 1)))
+
+(define (vec-sq-helper new old index)
+  (if (&lt; index 0)
+      new
+      (begin (vector-set! new index (square (vector-ref old index)))
+	     (vec-sq-helper new old (- index 1)))))
+</PRE>
+
+<P>In the list version, the intermediate stages of the algorithm
+deal with lists that are smaller than the original argument.  Each recursive
+invocation &quot;strips off&quot; one element of its argument and &quot;glues on&quot; one
+extra element in its return value.  In the vector version, the returned
+vector is created, at full size, as the first step in the algorithm; its
+component parts are filled in as the program proceeds.
+
+<P>This example can plausibly be done with either vectors or lists, so we've
+used it to compare the two techniques.  But some algorithms fit most
+naturally with one kind of aggregate and would be awkward and slow using
+the other kind.  The swapping of pairs of elements in the shuffling
+algorithm would be much harder using lists, while mergesort would be harder
+using vectors.
+
+<P>The best way to understand these differences in style is to know the
+operations that are most efficient for each kind of aggregate.  In each
+case, there are certain operations that can be done in one small unit of
+time, regardless of the number of elements in the aggregate, while other
+operations take more time for more elements.  The <EM>constant time</EM>
+operations for lists are <CODE>cons</CODE>, <CODE>car</CODE>, <CODE>cdr</CODE>, and <CODE>null?</CODE>;
+the ones for vectors are <CODE>vector-ref</CODE>, <CODE>vector-set!</CODE>, and <CODE>vector-length</CODE>.<A NAME="text5" HREF="vectors.html#ft5">[5]</A>  And if you reread the
+squaring programs, you'll find that these are precisely the operations
+they use.
+
+<P>We might have used <CODE>list-ref</CODE> in the list version, but we didn't, and
+Scheme programmers usually don't, because we know that it would be slower.
+Similarly, we could implement something like <CODE>cdr</CODE> for vectors, but that
+would be slow, too, since it would have to make a one-smaller vector and
+copy the elements one at a time.  There are two possible morals to this
+story, and they're both true:  First, programmers invent and learn the
+algorithms that make sense for whatever data structure is available.  Thus
+we have well-known programming patterns, such as the <CODE>filter</CODE> pattern,
+appropriate for lists, and different patterns appropriate for vectors.
+Second, programmers choose which data structure to use depending on what
+algorithms they need.  If you want to shuffle cards, use a vector, but if
+you want to split the deck into a bunch of variable-size piles, lists might
+be more appropriate.  In general, vectors are good at selecting elements in
+arbitrary order from a fixed-size collection; lists are good only at
+selecting elements strictly from left to right, but they can vary in size.
+
+<P>In this book, despite what we're saying here about efficiency, we've
+generally tried to present algorithms in the way that's easiest to
+understand, even when we know that there's a faster way.  For example, we've
+shown several recursive procedures in which the base case test was
+
+<P><PRE>(= (count sent) 1)
+</PRE>
+
+<P>If we were writing the program for practical use, rather than for
+a book, we would have written
+
+<P><PRE>(empty? (butfirst sent))
+</PRE>
+
+<P>because we know that <CODE>empty?</CODE> and <CODE>butfirst</CODE> are both
+constant time operations (because for sentences they're implemented as
+<CODE>null?</CODE> and <CODE>cdr</CODE>), while <CODE>count</CODE> takes a long time for large
+sentences.  But the version using <CODE>count</CODE> makes the intent
+clearer.<A NAME="text6" HREF="vectors.html#ft6">[6]</A>
+
+<P><H2>State, Sequence, and Effects</H2>
+
+<P>Effects, sequence, and state are three sides of the same
+coin.<A NAME="text7" HREF="vectors.html#ft7">[7]</A>
+
+<P>In Chapter 20 we explained the connection between effect (printing
+something on the screen) and sequence: It matters what you print first.
+We also noted that there's no benefit to a sequence of expressions unless
+those expressions produce an effect, since the values returned by all but
+the last expression are discarded.
+
+<P>In this chapter we've seen another connection.  The way our vector programs
+maintain state information is by carrying out effects, namely, <CODE>vector-set!</CODE> invocations.  Actually, <EM>every</EM> effect changes some kind
+of state; if not in Scheme's memory, then on the computer screen or in a
+file.
+
+<P>The final connection to be made is between state and sequence.  Once a
+program maintains state, it matters whether some computation is carried out
+before or after another computation that changes the state.  The example at
+the beginning of this chapter in which an expression had different results
+before and after defining a variable illustrates this point.  As another
+example, if we evaluate <CODE>(lap 1)</CODE> 200 times and <CODE>(lap 2)</CODE> 200 times,
+the program's determination of the winner of the race depends on whether the
+last evaluation of <CODE>(lap 1)</CODE> comes before or after the last invocation
+of <CODE>(lap 2)</CODE>.
+
+<P>Because these three ideas are so closely connected, the names <EM>sequential programming</EM> (emphasizing sequence) and <EM><A NAME="g18"></A><A NAME="g19"></A>imperative programming</EM> (emphasizing effect) are both used to
+refer to a style of programming that uses all three.  This style is in
+contrast with functional programming, which, as you know, uses none of them.
+
+<P>Although functional and sequential programming are, in a sense, opposites,
+it's perfectly possible to use both styles within one program, as we pointed
+out in the tic-tac-toe program of Chapter 20.  We'll show more such hybrid
+programs in the following chapters.
+
+<P><H2>Pitfalls</H2>
+
+<P>Don't forget that the first element of a vector is number zero, and
+there is no element whose index number is equal to the length of the
+vector.  (Although these points are equally true for lists, it doesn't often
+matter, because we rarely select the elements of a list by number.)  In
+particular, in a vector recursion, if zero is the base case, then there's
+probably still one element left to process.
+
+<P>Try the following experiment:
+
+<P><PRE>&gt; (define dessert (vector 'chocolate 'sundae))
+&gt; (define two-desserts (list dessert dessert))
+&gt; (vector-set! (car two-desserts) 1 'shake)
+&gt; two-desserts
+(#(CHOCOLATE SHAKE) #(CHOCOLATE SHAKE))
+</PRE>
+
+<P>You might have expected that after asking to change one word in
+<CODE>two-desserts</CODE>, the result would be
+
+<P><PRE>(#(CHOCOLATE SHAKE) #(CHOCOLATE SUNDAE))
+</PRE>
+
+<P>However, because of the way we created <CODE>two-desserts</CODE>, both of
+its elements are the <EM>same</EM> vector.  If you think of a list as a
+collection of things, it's strange to imagine the very same thing in two
+different places, but that's the situation.  If you want to have two separate
+vectors that happen to have the same values in their elements, but are
+individually mutable, you'd have to say
+
+<P><PRE>&gt; (define two-desserts (list (vector 'chocolate 'sundae)
+			     (vector 'chocolate 'sundae)))
+&gt; (vector-set! (car two-desserts) 1 'shake)
+&gt; two-desserts
+(#(CHOCOLATE SHAKE) #(CHOCOLATE SUNDAE))
+</PRE>
+
+<P>Each invocation of <CODE>vector</CODE> or <CODE>make-vector</CODE> creates a
+new, independent vector.
+
+<P><H2>Exercises</H2>
+
+<P>
+
+<P><EM>Do not solve any of the following exercises by converting a
+vector to a list, using list procedures, and then converting the result back
+to a vector.</EM>
+
+<P><B>23.1</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g20"></A>sum-vector</CODE> that takes a vector full of
+numbers as its argument and returns the sum of all the numbers:
+
+<P><PRE>&gt; (sum-vector '#(6 7 8))
+21
+</PRE>
+
+
+<P>
+<B>23.2</B>&nbsp;&nbsp;Some versions of Scheme provide a procedure <A NAME="g21"></A><CODE>vector-fill!</CODE> that takes a
+vector and anything as its two arguments.  It replaces every element of the
+vector with the second argument, like this:
+
+<P><PRE>&gt; (define vec (vector 'one 'two 'three 'four))
+
+&gt; vec
+#(one two three four)
+
+&gt; (<A NAME="g22"></A>vector-fill! vec 'yeah)
+
+&gt; vec
+#(yeah yeah yeah yeah)
+</PRE>
+
+<P>Write <CODE>vector-fill!</CODE>.  (It doesn't matter what value it
+returns.)
+
+
+<P>
+<B>23.3</B>&nbsp;&nbsp;Write a function <CODE><A NAME="g23"></A>vector-append</CODE> that works just like regular <CODE>append</CODE>, but for vectors:
+
+<P><PRE>&gt; (vector-append '#(not a) '#(second time))
+#(not a second time)
+</PRE>
+
+
+<P>
+<B>23.4</B>&nbsp;&nbsp;Write <CODE>vector-&gt;list</CODE>.
+
+
+<P>
+<B>23.5</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g24"></A>vector-map</CODE> that takes two arguments, a
+function and a vector, and returns a new vector in which each box contains
+the result of applying the function to the corresponding element of the
+argument vector.
+
+
+<P>
+<B>23.6</B>&nbsp;&nbsp;Write a procedure <CODE><A NAME="g25"></A>vector-map!</CODE> that takes two arguments, a
+function and a vector, and modifies the argument vector by replacing each
+element with the result of applying the function to that element.  Your
+procedure should return the same vector.
+
+
+<P>
+<B>23.7</B>&nbsp;&nbsp;Could you write <CODE>vector-filter</CODE>?  How about <CODE>vector-filter!</CODE>?
+Explain the issues involved.
+
+
+<P>
+<B>23.8</B>&nbsp;&nbsp;Modify the <CODE>lap</CODE> procedure to print &quot;Car 34 wins!&quot; when car 34
+completes its 200th lap.  (A harder but more correct modification is
+to print the message only if no other car has completed 200 laps.)
+
+
+<P>
+<B>23.9</B>&nbsp;&nbsp;<A NAME="itstrivial"></A>
+Write a procedure <CODE><A NAME="g26"></A>leader</CODE> that says which car is in the lead
+right now.
+
+
+<P>
+<B>23.10</B>&nbsp;&nbsp;Why doesn't this solution to Exercise <A HREF="vectors.html#itstrivial">23.9</A> work?
+
+<P><PRE>(define (leader)
+  (leader-helper 0 1))
+
+(define (leader-helper leader index)
+  (cond ((= index 100) leader)
+	((&gt; (lap index) (lap leader))
+	 (leader-helper index (+ index 1)))
+	(else (leader-helper leader (+ index 1)))))
+</PRE>
+
+
+<P>
+<B>23.11</B>&nbsp;&nbsp;In some restaurants, the servers use computer terminals to keep track of
+what each table has ordered.  Every time you order more food, the server
+enters your order into the computer.  When you're ready for the check, the
+computer prints your bill.
+
+<P>You're going to write two procedures, <CODE><A NAME="g27"></A>order</CODE> and <CODE><A NAME="g28"></A>bill.</CODE> <CODE>Order</CODE> takes a table number and an item as arguments and
+adds the cost of that item to that table's bill.  <CODE>Bill</CODE> takes a table
+number as its argument, returns the amount owed by that table, and resets
+the table for the next customers.  (Your <CODE>order</CODE> procedure can examine a
+global variable <CODE>*menu*</CODE> to find the price of each item.)
+
+<P><PRE>&gt; (order 3 'potstickers)
+
+&gt; (order 3 'wor-won-ton)
+
+&gt; (order 5 'egg-rolls)
+
+&gt; (order 3 'shin-shin-special-prawns)
+
+&gt; (bill 3)
+13.85
+
+&gt; (bill 5)
+2.75
+</PRE>
+
+
+<P>
+<B>23.12</B>&nbsp;&nbsp;Rewrite selection sort (from Chapter 15) to sort a vector.  This can
+be done in a way similar to the procedure for shuffling a deck:  Find
+the smallest element of the vector and exchange it (using <CODE>vector-swap!</CODE>) with the value in the first box.  Then find the smallest
+element not including the first box, and exchange that with the second box,
+and so on.  For example, suppose we have a vector of numbers:
+
+<P><PRE>#(23 4 18 7 95 60)
+</PRE>
+
+<P>Your program should transform the vector through these
+intermediate stages:
+
+<P><PRE>#(4 23 18 7 95 60)   ; exchange 4 with 23
+#(4 7 18 23 95 60)   ; exchange 7 with 23
+#(4 7 18 23 95 60)   ; exchange 18 with itself
+#(4 7 18 23 95 60)   ; exchange 23 with itself
+#(4 7 18 23 60 95)   ; exchange 60 with 95
+</PRE>
+
+
+<P>
+<B>23.13</B>&nbsp;&nbsp;Why doesn't this work?
+
+<P><PRE>(define (vector-swap! vector index1 index2)
+  (vector-set! vector index1 (vector-ref vector index2))
+  (vector-set! vector index2 (vector-ref vector index1)))
+</PRE>
+
+
+<P>
+<B>23.14</B>&nbsp;&nbsp;Implement a two-dimensional version of vectors.  (We'll call one of these
+structures a <EM>matrix.</EM>) The implementation will use a vector of
+vectors.  For example, a three-by-five matrix will be a three-element
+vector, in which each of the elements is a five-element vector.  Here's
+how it should work:
+<A NAME="twodimvect"></A>
+
+<P><PRE>&gt; (define m (make-matrix 3 5))
+
+&gt; (matrix-set! m 2 1 '(her majesty))
+
+&gt; (matrix-ref m 2 1)
+(HER MAJESTY)
+</PRE>
+
+<P>
+<B>23.15</B>&nbsp;&nbsp;Generalize Exercise <A HREF="vectors.html#twodimvect">23.14</A> by implementing an <EM>array</EM>
+structure that can have any number of dimensions.  Instead of taking two
+numbers as index arguments, as the matrix procedures do, the array
+procedures will take one argument, a <EM>list</EM> of numbers.  The number of
+numbers is the number of dimensions, and it will be constant for any particular
+array.  For example, here is a three-dimensional array (4&times;5&times;6):
+<A NAME="arrays"></A>
+
+<P><PRE>&gt; (define a1 (make-array '(4 5 6)))
+
+&gt; (array-set! a1 '(3 2 3) '(the end))
+</PRE>
+
+<P>
+<B>23.16</B>&nbsp;&nbsp;We want to reimplement sentences as vectors instead of lists.
+
+<P>(a) Write versions of <CODE>sentence</CODE>, <CODE>empty?</CODE>, <CODE>first</CODE>,
+<CODE>butfirst</CODE>, <CODE>last</CODE>, and <CODE>butlast</CODE> that use vectors.  Your
+selectors need only work for sentences, not for words.
+
+<P><PRE>&gt; (sentence 'a 'b 'c)
+#(A B C)
+
+&gt; (butfirst (sentence 'a 'b 'c))
+#(B C)
+</PRE>
+
+<P>(You don't have to make these procedures work on lists as well as
+vectors!)
+
+<P>(b) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.
+
+<P><PRE>(define (praise stuff)
+  (sentence stuff '(is good)))
+</PRE>
+
+<P>(c) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.
+
+<P><PRE>(define (praise stuff)
+  (sentence stuff 'rules!))
+</PRE>
+
+<P>(d) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.  If so, is there some
+optional rewriting that would improve its performance?
+
+<P><PRE>(define (item n sent)
+  (if (= n 1)
+      (first sent)
+      (item (- n 1) (butfirst sent))))
+</PRE>
+
+<P>
+<P>(e) Does the following program still work with the new
+implementation of sentences?  If not, fix the program.  If so, is there some
+optional rewriting that would improve its performance?
+
+<P><PRE>(define (every fn sent)
+  (if (empty? sent)
+      sent
+      (sentence (fn (first sent))
+		(every fn (butfirst sent)))))
+</PRE>
+
+<P>(f) In what ways does using vectors to implement sentences affect
+the speed of the selectors and constructor?  Why do you think we chose to
+use lists?
+
+
+<P>
+
+<HR>
+<A NAME="ft1" HREF="vectors.html#text1">[1]</A> The Scheme standard says that the initial contents of the
+boxes is &quot;unspecified.&quot; That means that the result depends on the
+particular version of Scheme you're using.  It's a bad idea to try to
+examine the contents of a box before putting something in it.<P>
+<A NAME="ft2" HREF="vectors.html#text2">[2]</A> In some versions of Scheme, <CODE>make-vector</CODE> can take an
+optional argument specifying an initial value to put in every box.  In those
+versions, we could just say
+
+<P><PRE>(define *lap-vector* (make-vector 100 0))
+</PRE>
+
+<P>without having to use the initialization procedure.<P>
+<A NAME="ft3" HREF="vectors.html#text3">[3]</A> That's what we mean by &quot;non-functional,&quot; not that it doesn't
+work!<P>
+<A NAME="ft4" HREF="vectors.html#text4">[4]</A> We could get around
+this problem in a different way:
+
+<P><PRE>(define (card-list)
+  (every (lambda (suit) (every (lambda (rank) (word suit rank))
+			       '(a 2 3 4 5 6 7 8 9 10 j q k)))
+	 '(h s d c)))
+</PRE>
+
+<P>In this version, we're taking advantage of the fact that our
+sentence data type was defined in a way that prevents the creation of
+sublists.  A sentence of cards is a good representation for the deck.
+However, with this approach we are mixing up the list and sentence data
+types, because later we're going to invoke <CODE>list-&gt;vector</CODE> with this deck
+of cards as its argument.  If we use sentence tools such as <CODE>every</CODE> to
+create the deck, then the procedure <CODE>card-list</CODE> should really be called
+<CODE>card-sentence</CODE>.
+
+<P>What difference does it make?  The <CODE>every</CODE> version works fine, as long
+as sentences are implemented as lists, so that <CODE>list-&gt;vector</CODE> can be
+applied to a sentence.  But the point about abstract data types such as
+sentences is to avoid making assumptions about their implementation.  If
+for some reason we decided to change the internal representation of
+sentences, then <CODE>list-&gt;vector</CODE> could no longer be applied to a sentence.
+Strictly speaking, if we're going to use this trick, we need a separate
+conversion procedure <CODE>sentence-&gt;vector</CODE>.
+
+<P>Of course, if you don't mind a little typing, you can avoid this whole issue
+by having a quoted list of all 52 cards built into the definition of <CODE>card-list</CODE>.
+<P>
+<A NAME="ft5" HREF="vectors.html#text5">[5]</A> Where did this information come from?  Just take our
+word for it.  In later courses you'll study how vectors and lists are
+implemented, and then there will be reasons.<P>
+<A NAME="ft6" HREF="vectors.html#text6">[6]</A> For words, it turns out, the <CODE>count</CODE> version is faster,
+because words behave more like vectors than like lists.<P>
+<A NAME="ft7" HREF="vectors.html#text7">[7]</A> &hellip; to coin a phrase.<P>
+<P><A HREF="../ss-toc2.html">(back to Table of Contents)</A><P>
+<A HREF="../ssch22/files.html"><STRONG>BACK</STRONG></A>
+chapter thread <A HREF="../ssch24/spread.html"><STRONG>NEXT</STRONG></A>
+
+<P>
+<ADDRESS>
+<A HREF="../index.html">Brian Harvey</A>, 
+<CODE>bh@cs.berkeley.edu</CODE>
+</ADDRESS>
+</BODY>
+</HTML>