1、编辑文件
#编辑配置文件 sudo vi /etc/default/grub #查找GFX,并新增下面一行 GRUB_GFXPAYLOAD_LINUX=1024x768
2、重新配置grub
sudo update-grub
3、重启
适用系统:
Ubuntu14
Ubuntu16
Ubuntu18
Learn and share.
1、编辑文件
#编辑配置文件 sudo vi /etc/default/grub #查找GFX,并新增下面一行 GRUB_GFXPAYLOAD_LINUX=1024x768
2、重新配置grub
sudo update-grub
3、重启
适用系统:
Ubuntu14
Ubuntu16
Ubuntu18
首先说明一下,如果要使用Linux Native的话,Hadoop是已经自带了哦
然后,如果要编译的话,建议直接从Hadoop源码按官方的说明进行编译,不要像我这样自己搞。。。
如果你喜欢折腾,请继续看:
1、按源码架构拷贝下面的文件及文件夹
hadoop-2.5.2-src\hadoop-common-project\hadoop-common\src\main\native hadoop-2.5.2-src\hadoop-common-project\hadoop-common\src\CMakeLists.txt hadoop-2.5.2-src\hadoop-common-project\hadoop-common\src\config.h.cmake hadoop-2.5.2-src\hadoop-common-project\hadoop-common\src\JNIFlags.cmake hadoop-2.5.2-src\hadoop-hdfs-project\hadoop-hdfs\src\main\native hadoop-2.5.2-src\hadoop-hdfs-project\hadoop-hdfs\src\CMakeLists.txt(可能需要调整一下依赖文件JNIFlags.cmake的相对路径) hadoop-2.5.2-src\hadoop-hdfs-project\hadoop-hdfs\src\config.h.cmake
2、编译libhadoop
2.1、检查并安装以来关系
#需要gcc、make、jdk,这些一般大家都有了 #需要zlib apt-get install zlib1g-dev #需要cmake apt-get install cmake
2.2、用cmake生成Makefile
cmake ./src/ -DGENERATED_JAVAH=~/Build/hadoop-2.5.2-src/build/hadoop-common-project/hadoop-common/native/javah -DJVM_ARCH_DATA_MODEL=64 -DREQUIRE_BZIP2=false -DREQUIRE_SNAPPY=false
2.3、用javah生成头文件
需要三个jar包,hadoop-common,hadoop-annotations,guava
javah org.apache.hadoop.io.compress.lz4.Lz4Compressor javah org.apache.hadoop.io.compress.lz4.Lz4Decompressor javah org.apache.hadoop.io.compress.zlib.ZlibCompressor javah org.apache.hadoop.io.compress.zlib.ZlibDecompressor javah org.apache.hadoop.io.nativeio.NativeIO javah org.apache.hadoop.io.nativeio.SharedFileDescriptorFactory javah org.apache.hadoop.net.unix.DomainSocket javah org.apache.hadoop.net.unix.DomainSocketWatcher javah org.apache.hadoop.security.JniBasedUnixGroupsMapping javah org.apache.hadoop.security.JniBasedUnixNetgroupsMapping javah org.apache.hadoop.util.NativeCrc32
将生成的文件,拷贝到对应的c文件夹中
2.3、生成
make
3、编译libhdfs
3.1、用cmake生成Makefile
cmake ./src/ -DGENERATED_JAVAH=~/Build/hadoop-2.5.2-src/build/hadoop-common-project/hadoop-common/native/javah -DJVM_ARCH_DATA_MODEL=64 -DREQUIRE_LIBWEBHDFS=false -DREQUIRE_FUSE=false
3.2、生成
make
4、将生成的文件拷贝到HADOOP_HOME/lib/mynative
5、修改/etc/profile,增加下面一行
export HADOOP_OPTS="-Djava.library.path=$HADOOP_HOME/lib/mynative"
6、刷新配置
source /etc/profile
搞定!
1、新建文件夹
bin/hadoop fs -ls / bin/hadoop fs -mkdir /usr bin/hadoop fs -mkdir /usr/neohope bin/hadoop fs -mkdir /usr/neohope/test
2、从本地拷贝文件到hdfs
mkdir ~/test echo hello hadoop >> ~/test/hello.txt bin/hadoop fs -put ~/test/hello.txt /usr/neohope/test/
3、查看远程文件
bin/hadoop fs -ls /usr/neohope/test bin/hadoop fs -cat /usr/neohope/test/hello.txt
4、从hdfs拷贝文件到本地
bin/hadoop fs -get /usr/neohope/test/hello.txt ~/test/hello1.txt cat ~/test/hello1.txt
5、语法说明
hadoop@hadoop-master:~/hadoop-2.7.1$ bin/hadoop fs
Usage: hadoop fs [generic options]
[-appendToFile <localsrc> ... <dst>]
[-cat [-ignoreCrc] <src> ...]
[-checksum <src> ...]
[-chgrp [-R] GROUP PATH...]
[-chmod [-R] <MODE[,MODE]... | OCTALMODE> PATH...]
[-chown [-R] [OWNER][:[GROUP]] PATH...]
[-copyFromLocal [-f] [-p] [-l] <localsrc> ... <dst>]
[-copyToLocal [-p] [-ignoreCrc] [-crc] <src> ... <localdst>]
[-count [-q] [-h] <path> ...]
[-cp [-f] [-p | -p[topax]] <src> ... <dst>]
[-createSnapshot <snapshotDir> [<snapshotName>]]
[-deleteSnapshot <snapshotDir> <snapshotName>]
[-df [-h] [<path> ...]]
[-du [-s] [-h] <path> ...]
[-expunge]
[-find <path> ... <expression> ...]
[-get [-p] [-ignoreCrc] [-crc] <src> ... <localdst>]
[-getfacl [-R] <path>]
[-getfattr [-R] {-n name | -d} [-e en] <path>]
[-getmerge [-nl] <src> <localdst>]
[-help [cmd ...]]
[-ls [-d] [-h] [-R] [<path> ...]]
[-mkdir [-p] <path> ...]
[-moveFromLocal <localsrc> ... <dst>]
[-moveToLocal <src> <localdst>]
[-mv <src> ... <dst>]
[-put [-f] [-p] [-l] <localsrc> ... <dst>]
[-renameSnapshot <snapshotDir> <oldName> <newName>]
[-rm [-f] [-r|-R] [-skipTrash] <src> ...]
[-rmdir [--ignore-fail-on-non-empty] <dir> ...]
[-setfacl [-R] [{-b|-k} {-m|-x <acl_spec>} <path>]|[--set <acl_spec> <path>]]
[-setfattr {-n name [-v value] | -x name} <path>]
[-setrep [-R] [-w] <rep> <path> ...]
[-stat [format] <path> ...]
[-tail [-f] <file>]
[-test -[defsz] <path>]
[-text [-ignoreCrc] <src> ...]
[-touchz <path> ...]
[-truncate [-w] <length> <path> ...]
[-usage [cmd ...]]
Generic options supported are
-conf <configuration file> specify an application configuration file
-D <property=value> use value for given property
-fs <local|namenode:port> specify a namenode
-jt <local|resourcemanager:port> specify a ResourceManager
-files <comma separated list of files> specify comma separated files to be copied to the map reduce cluster
-libjars <comma separated list of jars> specify comma separated jar files to include in the classpath.
-archives <comma separated list of archives> specify comma separated archives to be unarchived on the compute machines.
The general command line syntax is
bin/hadoop command [genericOptions] [commandOptions]
1、将hadoop解压
su hadoop cd ~ tar -zxvf /home/neohope/Desktop/hadoop-2.7.1.tar.gz
2、修改/home/hadoop/hadoop-2.7.1/etc/hadoop/路径下配置
2.1、core-site.xml
<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" href="configuration.xsl"?>
<!-- Put site-specific property overrides in this file. -->
<configuration>
<property>
<name>fs.defaultFS</name>
<value>hdfs://hadoop-master:9000</value>
</property>
<property>
<name>fs.default.name</name>
<value>hdfs://hadoop-master:9000</value>
</property>
<property>
<name>hadoop.tmp.dir</name>
<value>file:/home/hadoop/hadoop-2.7.1/tmp</value>
</property>
<property>
<name>io.file.buffer.size</name>
<value>131702</value>
</property>
</configuration>
2.2、hdfs-site.xml
<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" href="configuration.xsl"?>
<!-- Put site-specific property overrides in this file. -->
<configuration>
<property>
<name>dfs.namenode.name.dir</name>
<value>file:/home/hadoop/hadoop-2.7.1/hdfs/name</value>
</property>
<property>
<name>dfs.datanode.data.dir</name>
<value>file:/home/hadoop/hadoop-2.7.1/hdfs/data</value>
</property>
<property>
<name>dfs.replication</name>
<value>3</value>
</property>
<property>
<name>dfs.namenode.secondary.http-address</name>
<value>hadoop-master:9001</value>
</property>
<property>
<name>dfs.webhdfs.enabled</name>
<value>true</value>
</property>
</configuration>
2.3、mapred-site.xml
<?xml version="1.0"?>
<?xml-stylesheet type="text/xsl" href="configuration.xsl"?>
<!-- Put site-specific property overrides in this file. -->
<configuration>
<property>
<name>mapreduce.framework.name</name>
<value>yarn</value>
</property>
<property>
<name>mapreduce.jobhistory.address</name>
<value>hadoop-master:10020</value>
</property>
<property>
<name>mapreduce.jobhistory.webapp.address</name>
<value>hadoop-master:19888</value>
</property>
<property>
<name>mapreduce.map.memory.mb</name>
<value>2048</value>
</property>
<property>
<name>mapreduce.reduce.memory.mb</name>
<value>2048</value>
</property>
</configuration>
2.4、yarn-site.xml
<?xml version="1.0"?>
<!-- Site specific YARN configuration properties -->
<configuration>
<property>
<name>yarn.nodemanager.aux-services</name>
<value>mapreduce_shuffle</value>
</property>
<property>
<name>yarn.nodemanager.auxservices.mapreduce.shuffle.class</name>
<value>org.apache.hadoop.mapred.ShuffleHandler</value>
</property>
<property>
<name>yarn.resourcemanager.address</name>
<value>hadoop-master:8032</value>
</property>
<property>
<name>yarn.resourcemanager.scheduler.address</name>
<value>hadoop-master:8030</value>
</property>
<property>
<name>yarn.resourcemanager.resource-ticker.address</name>
<value>hadoop-master:8031</value>
</property>
<property>
<name>yarn.resourcemanager.admin.address</name>
<value>hadoop-master:8033</value>
</property>
<property>
<name>yarn.resourcemanager.webapp.address</name>
<value>hadoop-master:8088</value>
</property>
<property>
<name>yarn.resourcemanager.resource.memory-mb</name>
<value>2048</value>
</property>
<property>
<name>yarn.nodemanager.resource.memory-mb</name>
<value>2048</value>
</property>
</configuration>
2.5、slaves
#localhost hadoop-slave01 hadoop-slave02
3、修改/home/hadoop/hadoop-2.7.1/etc/hadoop/路径下JAVA路径
3.1、hadoop-env.sh
# The java implementation to use.
#export JAVA_HOME=${JAVA_HOME}
export JAVA_HOME=/usr/java/jdk1.7.0_79
3.2、yarn-env.sh
# some Java parameters # export JAVA_HOME=/home/y/libexec/jdk1.6.0/ if [ "$JAVA_HOME" != "" ]; then #echo "run java in $JAVA_HOME" #JAVA_HOME=$JAVA_HOME JAVA_HOME=/usr/java/jdk1.7.0_79 fi
4、分发hadoop文件夹到各slave
scp -r /home/hadoop/hadoop-2.7.1 hadoop@hadoop-slave01:~/ scp -r /home/hadoop/hadoop-2.7.1 hadoop@hadoop-slave02:~/
5、初始化主服务器
cd ~/hadoop-2.7.1 bin/hdfs namenode -format
6、启动hadoop
cd ~/hadoop-2.7.1 sbin/start-dfs.sh sbin/start-yarn.sh
7、查看hadoop进程信息
/usr/java/jdk1.7.0_79/bin/jps
8、查看cluster信息
http://10.10.10.3:8088
9、查看hdfs文件系统信息
http://10.10.10.3:50070
10、Hadoop常用端口如下
| 端口 | 作用 |
| 9000 | fs.defaultFS |
| 9001 | dfs.namenode.rpc-address口 |
| 50070 | dfs.namenode.http-address |
| 50470 | dfs.namenode.https-address |
| 50100 | dfs.namenode.backup.address |
| 50105 | dfs.namenode.backup.http-address |
| 50090 | dfs.namenode.secondary.http-address |
| 50091 | dfs.namenode.secondary.https-address |
| 50020 | dfs.datanode.ipc.address |
| 50075 | dfs.datanode.http.address |
| 50475 | dfs.datanode.https.address |
| 50010 | dfs.datanode.address |
| 8480 | dfs.journalnode.rpc-address |
| 8481 | dfs.journalnode.https-address |
| 8032 | yarn.resourcemanager.address |
| 8088 | yarn.resourcemanager.webapp.address |
| 8090 | yarn.resourcemanager.webapp.https.address |
| 8030 | yarn.resourcemanager.scheduler.address |
| 8031 | yarn.resourcemanager.resource-tracker.address |
| 8033 | yarn.resourcemanager.admin.address |
| 8042 | yarn.nodemanager.webapp.address |
| 8040 | yarn.nodemanager.localizer.address |
| 8188 | yarn.timeline-service.webapp.address |
| 10020 | mapreduce.jobhistory.address |
| 19888 | mapreduce.jobhistory.webapp.address |
| 2888 | ZooKeeper,Leader用来监听Follower的连接 |
| 3888 | ZooKeeper,用于Leader选举 |
| 2181 | ZooKeeper,用来监听客户端的连接 |
| 60010 | hbase.master.info.port |
| 60000 | hbase.master.port |
| 60030 | hbase.regionserver.info.port |
| 60020 | hbase.regionserver.port |
| 8080 | hbase.rest.port |
| 10000 | hive.server2.thrift.port |
| 9083 | hive.metastore.uris |
1、环境准备
VMWare8 Debian6 JDK7 Hadoop2.7.1(这个是第一次部署时用的版本) *如果要看后续文章,建议使用(hadoop-2.5.2 hbase-1.1.2 hive-1.2.1 spark-2.0.0)
2、安装虚拟机,安装VMTools
su apt-get install gcc apt-get install linux-headers-$(uname -r) apt-get install build-essential ./vmware-install.pl
设置共享目录,将需要的文件拷贝到虚拟机。
当然也可以设置好虚拟的的ssh后,用scp或winscp将文件拷贝到虚拟机。
3.网络配置为NAT,网卡设置为dhcp
修改配置文件/etc/network/interfaces
auto lo iface lo inet loopback auto eth0 iface eth0 inet dhcp
根据需要(一般用不到),修改配置文件/etc/resolv.conf
nameserver xxx.xxx.xxx.xxx
重启网卡
su ifconfig eth0 down ifconfig eth0 up
3、安装hadoop需要的软件
su apt-get install openssh-server apt-get install ssh apt-get install rsync mkdir /usr/java cd /usr/java tar -zxvf /home/neohope/Desktop/jdk-7u79-linux-x64.gz
4、新建用户hadoop
sudo adduser hadoop -home /home/hadoop
5、设置环境变量
修改文件/etc/profile,增加下面的内容
export JAVA_HOME=/usr/java/jdk1.7.0_79 export JRE_HOME=$JAVA_HOME/jre export CLASSPATH=.:$JAVA_HOME/lib:$JRE_HOME/lib:$CLASSPATH export PATH=$JAVA_HOME/bin:$PATH export HADOOP_HOME=/home/hadoop/hadoop-2.7.1 export PATH=$PATH:$HADOOP_HOME/lib
测试一下
source /etc/profile cd $JAVA_HOME echo $HADOOP_HOME
5、切换到用户hadoop,并实现ssh免密码认证
5.1RSA方式
#Ubuntu16.04以后,默认不支持dsa #rsa证书生成 su hadoop ssh-keygen -t rsa -P '' -f ~/.ssh/id_rsa cat ~/.ssh/id_rsa.pub >> ~/.ssh/authorized_keys ssh localhost
5.2DSA方式
#Ubuntu16.04以后,默认不支持dsa,要手工开启dsa支持 #编辑文件 sudo vi /etc/ssh/sshd_config #添加下面几行 PermitRootLogin no PermitEmptyPasswords no PasswordAuthentication yes PubkeyAuthentication yes ChallengeResponseAuthentication no PubkeyAcceptedKeyTypes=+ssh-dss #重启sshd systemctl reload sshd #dsa证书生成 su hadoop ssh-keygen -t dsa -P '' -f ~/.ssh/id_dsa cat ~/.ssh/id_dsa.pub >> ~/.ssh/authorized_keys ssh localhost
6、拷贝两份虚拟机,设置这三个虚拟机的名称及固定ip(NAT),修改后配置为
| 机器名 | IP |
| hadoop-master | 10.10.10.3 |
| hadoop-slave01 | 10.10.10.4 |
| hadoop-slave02 | 10.10.10.5 |
| 主机 | 10.10.10.1 |
| 网关 | 10.10.10.2 |
以hadoop-master为例,其配置为
#/etc/network/interfaes auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 10.10.10.3 netmask 255.0.0.0 gateway 10.10.10.2 #dns-nameservers 114.114.114.114
#/etc/hosts 127.0.0.1 localhost 10.10.10.3 hadoop-master 10.10.10.4 hadoop-slave01 10.10.10.5 hadoop-slave02
#/etc/hostname hadoop-master
7、三台虚拟机都开启后,就可以相互用ssh直接访问了
su hadoop ssh hadoop-master ssh hadoop-slave01 ssh hadoop-slave02
8、Hadoop要求的ssh免密码登录范围(IP和主机名):
1) NameNode能免密码登录所有的DataNode
2) SecondaryNameNode能免密码登录所有的DataNode
3) NameNode能免密码登录自己
4) SecondaryNameNode能免密码登录自己
5) NameNode能免密码登录SecondaryNameNode
6) SecondaryNameNode能免密码登录NameNode
7) DataNode能免密码登录自己
8) DataNode不需要配置免密码登录NameNode、SecondaryNameNode和其它DataNode
1、代码实现
:- use_module(library(clpfd)).
:- use_module(library(lists)).
%求解函数
sudoku(Puzzle, Solution) :-
length(Puzzle, L),
Size is floor(sqrt(L)), %计算矩阵大小
Solution = Puzzle,
Puzzle ins 1..Size, %输入必须符合规范(比如9阶Sudoku,元素必须在1到9之间)
slice(Puzzle, Rows, Size, 'row'), %将输入拆分为行,
slice(Puzzle, Cols, Size, 'col'), %列,
slice(Puzzle, Squares, Size, 'square'), %方格。
valid(Rows), %每行,每列,每个方格不可重复
valid(Cols),
valid(Squares),
pretty_print(Rows). %输出
%校验,一个List不可重复
valid([]).
valid([Head | Tail]) :- all_different(Head), valid(Tail).
%List截取
sublist_length([], _).
sublist_length([Head | Tail], Length) :- length(Head, Length), sublist_length(Tail, Length).
%List拼接
insert_into_slice(Item, Values, X, Y) :-
nth0(X, Values, Bucket),
nth0(Y, Bucket, Item).
%按行分割坐标
slice_position('row', Size, I, X, Y) :-
X is I // Size,
Y is I mod Size.
%按列分割坐标
slice_position('col', Size, I, X, Y) :-
X is I mod Size,
Y is I // Size.
%按方格分割坐标
slice_position('square', Size, I, X, Y) :-
Size_Sqrt is floor(sqrt(Size)),
X is (I mod Size // Size_Sqrt) + (Size_Sqrt * (I // (Size * Size_Sqrt))),
Y is (I mod Size_Sqrt) + (Size_Sqrt * ((I mod (Size * Size_Sqrt)) // Size)).
%数据分割函数
slice(Puzzle, Slice, Size, Type) :- slice(Puzzle, Slice, Size, Type, 0).
slice(_, Slice, Size, _, I) :- I is Size * Size, length(Slice, Size), sublist_length(Slice, Size).
slice([Head | Tail], Slice, Size, Type, I) :-
slice_position(Type, Size, I, X, Y),
insert_into_slice(Head, Slice, X, Y),
I1 is I + 1,
slice(Tail, Slice, Size, Type, I1).
%输出函数
pretty_print([Head | Tail]) :-
print(Head),
nl,
pretty_print(Tail).
2、测试一下
1 ?- sudoku([5, 3, _, _, 7, _, _, _, _,
6, _, _, 1, 9, 5, _, _, _,
_, 9, 8, _, _, _, _, 6, _,
8, _, _, _, 6, _, _, _, 3,
4, _, _, 8, _, 3, _, _, 1,
7, _, _, _, 2, _, _, _, 6,
_, 6, _, _, _, _, 2, 8, _,
_, _, _, 4, 1, 9, _, _, 5,
_, _, _, _, 8, _, _, 7, 9],
Solution).
[5,3,4,6,7,8,9,1,2]
[6,7,2,1,9,5,3,4,8]
[1,9,8,3,4,2,5,6,7]
[8,5,9,7,6,1,4,2,3]
[4,2,6,8,5,3,7,9,1]
[7,1,3,9,2,4,8,5,6]
[9,6,1,5,3,7,2,8,4]
[2,8,7,4,1,9,6,3,5]
[3,4,5,2,8,6,1,7,9]
false.
1、求解源码如下
:- use_module(library(clpfd)).
%求解函数
sudoku(Rows) :-
length(Rows, 9), %输入为9行
maplist(length_(9), Rows), %每行长度必须为9
append(Rows, Vs), Vs ins 1..9, %所有行拼接为一个List,数值都必须在1到9之间
maplist(all_distinct, Rows), %每行没有重复数据
transpose(Rows, Columns), maplist(all_distinct, Columns),%矩阵转置,每列没有重复数据
Rows = [R1,R2,R3,R4,R5,R6,R7,R8,R9], %输入拆分为9行
blocks(R1,R2,R3), blocks(R4,R5,R6), blocks(R7,R8,R9). %按每3行进行处理
%为了适应maplist函数,调整参数顺序
length_(L, Ls) :- length(Ls, L).
%对于每3行,每次从各行抽取前3个值,恰好为1个3×3的矩阵,共抽取3个矩阵
%对于矩阵,拼接为一个List,并要求没有重复数据
blocks([], [], []).
blocks([A,B,C|Bs1], [D,E,F|Bs2], [G,H,I|Bs3]) :-
all_distinct([A,B,C,D,E,F,G,H,I]),
blocks(Bs1, Bs2, Bs3).
%这个是输入函数,就不需要命令行输入了
%第1个是一个sudoku问题
problem(1, [[_,_,_,_,_,_,_,_,_],
[_,_,_,_,_,3,_,8,5],
[_,_,1,_,2,_,_,_,_],
[_,_,_,5,_,7,_,_,_],
[_,_,4,_,_,_,1,_,_],
[_,9,_,_,_,_,_,_,_],
[5,_,_,_,_,_,_,7,3],
[_,_,2,_,1,_,_,_,_],
[_,_,_,_,4,_,_,_,9]]).
%第2个是一个多解的sudoku问题
problem(2, [[_,9,1,_,4,7,_,_,_],
[7,_,_,_,1,_,_,_,_],
[_,_,_,6,5,_,_,_,_],
[9,_,_,4,_,6,_,_,7],
[_,_,_,7,3,5,_,_,6],
[_,_,7,9,8,1,_,_,_],
[1,_,6,5,7,8,9,_,4],
[_,_,9,1,6,_,8,_,_],
[_,_,_,3,9,4,_,_,1]]).
%第3个是通过2得到的唯一解sudoku问题
problem(3, [[8,9,1,_,4,7,6,_,_],
[7,_,_,_,1,_,_,_,_],
[2,_,_,6,5,_,_,_,_],
[9,_,_,4,_,6,_,_,7],
[_,_,_,7,3,5,_,_,6],
[_,_,7,9,8,1,_,_,_],
[1,_,6,5,7,8,9,_,4],
[_,_,9,1,6,_,8,_,_],
[_,_,_,3,9,4,_,_,1]]).
2、尝试一下
1 ?- problem(1, Rows), sudoku(Rows), maplist(writeln, Rows). [9,8,7,6,5,4,3,2,1] [2,4,6,1,7,3,9,8,5] [3,5,1,9,2,8,7,4,6] [1,2,8,5,3,7,6,9,4] [6,3,4,8,9,2,1,5,7] [7,9,5,4,6,1,8,3,2] [5,1,9,2,8,6,4,7,3] [4,7,2,3,1,9,5,6,8] [8,6,3,7,4,5,2,1,9] Rows = [[9, 8, 7, 6, 5, 4, 3, 2|...], [2, 4, 6, 1, 7, 3, 9|...], [3, 5, 1, 9, 2, 8|...], [1, 2, 8, 5, 3|...], [6, 3, 4, 8|...], [7, 9, 5|...], [5, 1|...], [4|...], [...|...]]. 2 ?- problem(2, Rows), sudoku(Rows), maplist(writeln, Rows). [_G296,9,1,_G320,4,7,_G344,_G368,_G392] [7,_G416,_G440,_G464,1,_G488,_G512,_G536,_G560] [_G584,_G608,_G632,6,5,_G656,7,1,_G728] [9,_G752,_G776,4,2,6,_G824,8,7] [_G872,_G896,_G920,7,3,5,_G944,9,6] [_G992,_G1016,7,9,8,1,_G1040,_G1064,_G1088] [1,_G1112,6,5,7,8,9,_G1136,4] [_G1160,_G1184,9,1,6,2,8,_G1232,_G1256] [_G1280,_G1304,_G1328,3,9,4,_G1352,_G1376,1] Rows = [[_G24117, 9, 1, _G24126, 4, 7, _G24135, _G24138|...], [7, _G24150, _G24153, _G24156, 1, _G24162, _G24165|...], [_G24177, _G24180, _G24183, 6, 5, _G24192|...], [9, _G24210, _G24213, 4, 2|...], [_G24237, _G24240, _G24243, 7|...], [_G24267, _G24270, 7|...], [1, _G24300|...], [_G24327|...], [...|...]], _G24117 in 2..3\/5..6\/8, all_distinct([_G24117, 9, 1, 7, _G24150, _G24153, _G24177, _G24180|...]), all_distinct([_G24117, 7, _G24177, 9, _G24237, _G24267, 1, _G24327|...]), all_distinct([_G24117, 9, 1, _G24126, 4, 7, _G24135, _G24138|...]), _G24150 in 2..6\/8, all_distinct([9, _G24150, _G24180, _G24210, _G24240, _G24270, _G24300, _G24330|...]), all_distinct([7, _G24150, _G24153, _G24156, 1, _G24162, _G24165, _G24168|...]), _G24153 in 2..5\/8, all_distinct([1, _G24153, _G24183, _G24213, _G24243, 7, 6, 9|...]), _G24177 in 2..4\/8, all_distinct([_G24177, _G24180, _G24183, 6, 5, _G24192, 7, 1|...]), _G24180 in 2..4\/8, _G24183 in 2..4\/8, _G24213 in 3\/5, all_distinct([9, _G24210, _G24213, _G24237, _G24240, _G24243, _G24267, _G24270|...]), all_distinct([9, _G24210, _G24213, 4, 2, 6, _G24225, 8|...]), _G24237 in 2\/4\/8, all_distinct([_G24237, _G24240, _G24243, 7, 3, 5, _G24255, 9|...]), _G24240 in 1..2\/4\/8, _G24243 in 2\/4\/8, _G24267 in 2..6, all_distinct([_G24267, _G24270, 7, 9, 8, 1, _G24285, _G24288|...]), _G24270 in 2..6, _G24210 in 1\/3\/5, _G24300 in 2..3, all_distinct([1, _G24300, 6, _G24327, _G24330, 9, _G24357, _G24360|...]), all_distinct([1, _G24300, 6, 5, 7, 8, 9, _G24318|...]), _G24327 in 3..5, all_distinct([_G24327, _G24330, 9, 1, 6, 2, 8, _G24348|...]), _G24330 in 3..5\/7, _G24357 in 2\/5\/8, all_distinct([_G24357, _G24360, _G24363, 3, 9, 4, _G24375, _G24378|...]), _G24360 in 2\/5\/7..8, _G24363 in 2\/5\/8, _G24375 in 2\/5..6, all_distinct([9, _G24318, 4, 8, _G24348, _G24351, _G24375, _G24378|...]), all_distinct([_G24135, _G24165, 7, _G24225, _G24255, _G24285, 9, 8|...]), _G24378 in 2\/5..7, all_distinct([_G24138, _G24168, 1, 8, 9, _G24288, _G24318, _G24348|...]), _G24351 in 3\/5, all_distinct([_G24141, _G24171, _G24201, 7, 6, _G24291, 4, _G24351|...]), _G24348 in 3\/5\/7, _G24318 in 2..3, _G24288 in 2..5, all_distinct([_G24225, 8, 7, _G24255, 9, 6, _G24285, _G24288|...]), _G24291 in 2..3\/5, _G24285 in 2..5, _G24255 in 1..2\/4, _G24225 in 1\/3\/5, _G24165 in 2..6, all_distinct([_G24135, _G24138, _G24141, _G24165, _G24168, _G24171, 7, 1|...]), _G24168 in 2..6, _G24171 in 2..3\/5\/8..9, _G24201 in 2..3\/8..9, _G24141 in 2..3\/5\/8, _G24138 in 2..3\/5..6, _G24135 in 2..3\/5..6, _G24126 in 2\/8, all_distinct([_G24126, 4, 7, _G24156, 1, _G24162, 6, 5|...]), all_distinct([_G24126, _G24156, 6, 4, 7, 9, 5, 1|...]), _G24156 in 2\/8, _G24162 in 3\/9, all_distinct([7, _G24162, _G24192, 6, 5, 1, 8, 2|...]), _G24192 in 3\/9. %根据2的提示,填写部分不确定的值后,可以得到问题3,根据选择不同,答案也不同 3 ?- problem(3, Rows), sudoku(Rows), maplist(writeln, Rows). [8,9,1,2,4,7,6,5,3] [7,6,5,8,1,3,4,2,9] [2,3,4,6,5,9,7,1,8] [9,1,3,4,2,6,5,8,7] [4,8,2,7,3,5,1,9,6] [6,5,7,9,8,1,3,4,2] [1,2,6,5,7,8,9,3,4] [3,4,9,1,6,2,8,7,5] [5,7,8,3,9,4,2,6,1] Rows = [[8, 9, 1, 2, 4, 7, 6, 5|...], [7, 6, 5, 8, 1, 3, 4|...], [2, 3, 4, 6, 5, 9|...], [9, 1, 3, 4, 2|...], [4, 8, 2, 7|...], [6, 5, 7|...], [1, 2|...], [3|...], [...|...]].
NOSQL:Not Only SQL
1、列存储(Wide Column Store / Column Families),如
Hadoop / HBase
Cassandra
Hypertable
2、文档存储(JSSON),如
MongoDB
CouchDB
3、文档存储(XML)
EMC Documentum xDB
Berkeley DB XML
4、图形存储(Graph)
Neo4J
TITAN
5、对象存储(Object Databases)
Versant
ObjectDB
6、键值存储(Key Value / Tuple Store)
DynamoDB
Redis
Berkeley DB
7、多值数据库
U2
TigerLogic PICK
8、多模型(Multimodel Databases)
ArangoDB
OrientDB
9、多维(Multidimensional Databases)
Intersystems Cache
MiniM DB
10、网格/云(Grid & Cloud Database Solutions)
Oracle Coherence
Hazelcast
11、事件源(Event Sourcing)
Event Store
12、网络模型(Network Model)
Vyhodb
Family
% GENE.PRO - genealogical relationships
%
% A Prolog database of relations derived from basic information about
% individuals. The relations ships can all be read as 'relationship
% of', so for example, parent(P,C) means P is parent of C.
%
% When there is a performance trade-of in the implementation of a rule,
% it is assumed that in general the second argument of a relation will
% most likely be bound. See for example full_sibling/2, which will
% have a smaller search for full_sibling(X,joe), than full_sibling(joe,X).
%
% This code is used as an example of an embedded Prolog application.
% One is a C++ application and the other Visual Basic.
%
% To use this code from Prolog, consult it in the listener and use the
% following predicates:
%
% open(F) - opens a file of family relationships, ex. open('england.fam').
% open/1 just does a consult, so you can use consult instead.
% close - retracts all the persons currently defined
% save(F) - saves the persons in the named file
% add_person(Name, Mother, Father, Gender, Spouse) - adds a person
% fact with the specified attributes, checking semantics as it does
% Relationship(P1, P2) - any relationship query, such as child(X,Y).
% relation(R, P1, P2) - can be used to find the relationship between
% individuals as well as pose relationship queries.
parent(P,C) :-
(mother(P,C) ; father(P,C)).
child(C,P) :- parent(P,C).
son(C,P) :- parent(P,C), male(C).
daughter(C,P) :- parent(P,C), female(C).
wife(W,P) :-
spouse(W,P),
female(W).
husband(H,P) :-
spouse(H,P),
male(H).
ancestor(A,P) :-
parent(A,P).
ancestor(A,P) :-
parent(X,P),
ancestor(A,X).
descendent(D,P) :-
parent(P,D).
descendent(D,P) :-
parent(P,X),
descendent(D,X).
full_sibling(S1, S2) :-
mother(M,S2),
mother(M,S1),
S1 \= S2,
father(F,S1),
father(F,S2).
half_sibling(S1, S2) :-
mother(M,S2),
mother(M,S1),
S1 \= S2,
father(F1,S1),
father(F2,S2),
F1 \= F2.
half_sibling(S1, S2) :-
father(F,S2),
father(F,S1),
S1 \= S2,
mother(M1,S1),
mother(M2,S2),
M1 \= M2.
sibling(S1, S2) :-
full_sibling(S1,S2).
sibling(S1, S2) :-
half_sibling(S1,S2).
sister(S,P) :-
sibling(S,P),
female(S).
brother(B,P) :-
sibling(B,P),
male(B).
step_sibling(S1, S2) :-
parent(P2, S2),
spouse(M2, P2),
parent(M2, S1),
not(parent(M2,S2)),
not(half_sibling(S1,S2)).
uncle(U,X) :-
parent(P,X),
brother(U,P).
aunt(A,X) :-
parent(P,X),
sister(A,P).
step_parent(P2,C) :-
parent(P,C),
spouse(P2,P),
not(parent(P2,C)).
step_mother(M,C) :- step_parent(M,C), female(M).
step_father(F,C) :- step_parent(F,C), male(F).
step_child(C2,P) :- step_parent(P,C2).
step_daughter(D,P) :- step_child(D,P), female(D).
step_son(S,P) :- step_child(S,P), male(S).
nephew(N,X) :-
sibling(S,X),
parent(S,N),
male(N).
niece(N,X) :-
sibling(S,X),
parent(S,N),
female(N).
cousin(X,Y) :-
parent(P,Y),
sibling(S,P),
parent(S,X).
grandmother(GM,X) :-
parent(P,X),
mother(GM,P).
grandfather(GF,X) :-
parent(P,X),
father(GF,P).
grandparent(GP,X) :-
parent(P,X), parent(GP,P).
grandson(GS,X) :-
grandchild(GS,X),
male(GS).
granddaughter(GD,X) :-
grandchild(GD,X),
female(GD).
grandchild(GC,X) :-
parent(X,C),
parent(C,GC).
%----------------------------------------------------------------------
% relation/3 - used to find relationships between individuals
%
relations([parent, wife, husband, ancestor, descendent, full_sibling,
half_sibling, sibling, sister, brother, step_sibling, uncle,
aunt, mother, father, child, son, daughter, step_parent,
step_child, step_mother, step_father, step_son, step_daughter,
nephew, niece, cousin, grandmother, grandfather, grandparent,
grandson, granddaughter, grandchild]).
relation(R, X, Y) :-
relations(Rs),
member(R,Rs),
Q =.. [R,X,Y],
call(Q).
%----------------------------------------------------------------------
% person object
%
% These predicates define the interface to a person. All of the
% genealogical rules are based on these predicates, which are
% based on the basic representation of a person. These are the
% only rules which need to be changed if the representation of
% a person is changed.
%
% The current representation is flat database relations of the form:
% person(Name, Gender, Mother, Father, Spouse).
%
add(Name,Gender,Mother,Father,Spouse) :-
assert(person(Name,Gender,Mother,Father,Spouse)).
add(Name,_,_,_,_) :-
delete(Name),
fail.
open(FileName) :-
consult(FileName).
close :-
retractall(person(_,_,_,_,_)).
save(FileName) :-
tell(FileName),
listing(person),
told.
delete(X) :-
retract(person(X,_,_,_,_)).
person(X) :-
person(X,_,_,_,_).
male(X) :-
person(X,male,_,_,_).
female(Y) :-
person(Y,female,_,_,_).
mother(M,C) :-
person(C,_,M,_,_).
father(F,C) :-
person(C,_,_,F,_).
spouse(S,P) :-
person(P,_,_,_,S),
S \= single.
%----------------------------------------------------------------------
% Semantic Integrity Checks on Update
%
add_person(Name,Gender,Mother,Father,Spouse) :-
retractall(message(_)),
dup_check(Name),
add(Name,Gender,Mother,Father,Spouse),
ancestor_check(Name),
mother_check(Name, Gender, Mother),
father_check(Name, Gender, Father),
spouse_check(Name, Spouse).
dup_check(Name) :-
person(Name),
assert(message($Person is already in database$)),
!, fail.
dup_check(_).
ancestor_check(Name) :-
ancestor(Name,Name),
assert(message($Person is their own ancestor/descendent$)),
!, fail.
ancestor_check(_).
mother_check(_, _, Mother) :- not(person(Mother)), !.
mother_check(_, _, Mother) :-
male(Mother),
assert(message($Person's mother is a man$)),
!, fail.
mother_check(Name, male, _) :-
mother(Name, X),
assert(message($Person, a male, is someone's mother$)),
!, fail.
mother_check(_,_,_).
father_check(_, _, Father) :- not(person(Father)), !.
father_check(_, _, Father) :-
female(Father),
assert(message($Person's father is a man$)),
!, fail.
father_check(Name, female, _) :-
father(Name, X),
assert(message($Person, a female, is someone's father$)),
!, fail.
father_check(_,_,_).
spouse_check(Name, Spouse) :-
spouse(Name, X),
X \= Spouse,
assert(message($Person is already someone else's spouse$)),
!, fail.
spouse_check(Name, Spouse) :-
blood_relative(Name, Spouse),
assert(message($Person is a blood relative of spouse$)),
!, fail.
spouse_check(_,_).
blood_relative(X,Y) :- (ancestor(X,Y); ancestor(Y,X)).
blood_relative(X,Y) :- sibling(X,Y).
blood_relative(X,Y) :- cousin(X,Y).
blood_relative(X,Y) :- (uncle(X,Y); uncle(Y,X)).
blood_relative(X,Y) :- (aunt(X,Y); aunt(Y,X)).
Custord
% CUSTORD
% This is a sample Prolog program which implements a portion
% of a customer order inventory application. It is not intended to
% be complete, and only illustrates the concept of writing a database
% application in Prolog.
% This example extends the concept of an intelligent database to include
% a full database application. It is really a rule based approach to
% transaction processing. In fact a large percentage of the procedural
% code normally written in database applications has to do with
% enforcing semantic integrity rules involving multiple records.
% The distinction between data and process is thoroughly blurred. Both
% reside together in the same logicbase.
% There is pure data as it might be defined in a relational database
% (customer, item, inventory, order); there are rules which really
% represent data views (item_quant); there are rules which add
% intelligence to the logicbase (good_customer, valid_order); and there
% are rules which are processes (order, report_inventory).
main :- order.
% customer(Name, Town, Credit-rating).
customer(dennis, winchester, xxx).
customer(dave, lexington, aaa).
customer(ron, lexington, bbb).
customer(julie, winchester, aaa).
customer(jawaid, cambridge, aaa).
customer(tom, newton, ccc).
% item(Number, Name, Reorder-quantity).
item(p1,thing,10).
item(p2,stuff,10).
item(p3,article,10).
item(p4,object,10).
item(p5,substance,10).
item(p6,piece,10).
item(p7,matter,10).
% inventory(Number, Quantity).
inventory(p1,10).
inventory(p2,10).
inventory(p3,10).
inventory(p4,78).
inventory(p5,23).
inventory(p6,14).
inventory(p7,8).
% item-inv view or join
item_quant(Item, Quantity):-
item(Partno, Item, _),
inventory(Partno, Quantity).
% reorder if inventory below reorder point
reorder(Item):-
item(Partno, Item, Reorder_point),
inventory(Partno, Quantity),
Quantity < Reorder_point,
write('Time to reorder '),
write(Item), nl.
reorder(Item):-
write('Inventory level ok for '),
write(Item), nl.
% a good customer has a credit rating of aaa
% or lives in winchester
% or has ordered something
good_customer(Cust):-
customer(Cust, _, aaa).
good_customer(Cust):-
customer(Cust, winchester, _).
good_customer(Cust):-
order(Cust, _, _).
% process order
order:-
write('Customer: '),
read(Customer),
write('Item: '),
read(Item),
write('Quantity: '),
read(Quantity),
valid_order(Customer,Item,Quantity),
asserta(order(Customer,Item,Quantity)),
update_inventory(Item,Quantity),
reorder(Item).
% an order is valid if
% it doesn't go below zero inventory and
% the customer is a good customer
valid_order(C, I, Q):-
item(Partno, I, _),
inventory(Partno, Onhand),
Q =< Onhand,
good_customer(C).
valid_order(C, I, Q):-
write('Bad order'),
nl,
fail.
% update the inventory
update_inventory(I,Q):-
item(Pn, I, _),
inventory(Pn, Amount),
NewQ is Amount - Q,
retract(inventory(Pn, Amount)),
asserta(inventory(Pn, NewQ)).
% inventory report
report_inventory:-
item_quant(I, Q),
write(I), tab(1),
write(Q), nl,
fail.
report_inventory:-true.
Birds
% BIRDS
% This is a sample of a classification expert system for identification
% of certain kinds of birds. The rules are rough excerpts from "Birds of
% North America" by Robbins, Bruum, Zim, and Singer.
% This type of expert system can easily use Prolog's built in inferencing
% system. While trying to satisfy the goal "bird" it tries to satisfy
% various subgoals, some of which will ask for information from the
% user.
% The information is all stored as attribute-value pairs. The attribute
% is represented as a predicate, and the value as the argument to the
% predicate. For example, the attribute-value pair "color-brown" is
% stored "color(brown)".
% "identify" is the high level goal that starts the program. The
% predicate "known/3" is used to remember answers to questions, so it
% is cleared at the beginning of the run.
% The rules of identification are the bulk of the code. They break up
% the problem into identifying orders and families before identifying
% the actual birds.
% The end of the code lists those attribute-value pairs which need
% to be asked for, and defines the predicate "ask" and "menuask"
% which are used to get information from the user, and remember it.
main :- identify.
identify:-
retractall(known(_,_,_)), % clear stored information
bird(X),
write('The bird is a '),write(X),nl.
identify:-
write('I can''t identify that bird'),nl.
order(tubenose):-
nostrils(external_tubular),
live(at_sea),
bill(hooked).
order(waterfowl):-
feet(webbed),
bill(flat).
order(falconiforms):-
eats(meat),
feet(curved_talons),
bill(sharp_hooked).
order(passerformes):-
feet(one_long_backward_toe).
family(albatross):-
order(tubenose),
size(large),
wings(long_narrow).
family(swan):-
order(waterfowl),
neck(long),
color(white),
flight(ponderous).
family(goose):-
order(waterfowl),
size(plump),
flight(powerful).
family(duck):-
order(waterfowl),
feed(on_water_surface),
flight(agile).
family(vulture):-
order(falconiforms),
feed(scavange),
wings(broad).
family(falcon):-
order(falconiforms),
wings(long_pointed),
head(large),
tail(narrow_at_tip).
family(flycatcher):-
order(passerformes),
bill(flat),
eats(flying_insects).
family(swallow):-
order(passerformes),
wings(long_pointed),
tail(forked),
bill(short).
bird(laysan_albatross):-
family(albatross),
color(white).
bird(black_footed_albatross):-
family(albatross),
color(dark).
bird(fulmar):-
order(tubenose),
size(medium),
flight(flap_glide).
bird(whistling_swan):-
family(swan),
voice(muffled_musical_whistle).
bird(trumpeter_swan):-
family(swan),
voice(loud_trumpeting).
bird(canada_goose):-
family(goose),
season(winter), % rules can be further broken down
country(united_states), % to include regions and migration
head(black), % patterns
cheek(white).
bird(canada_goose):-
family(goose),
season(summer),
country(canada),
head(black),
cheek(white).
bird(snow_goose):-
family(goose),
color(white).
bird(mallard):-
family(duck), % different rules for male
voice(quack),
head(green).
bird(mallard):-
family(duck), % and female
voice(quack),
color(mottled_brown).
bird(pintail):-
family(duck),
voice(short_whistle).
bird(turkey_vulture):-
family(vulture),
flight_profile(v_shaped).
bird(california_condor):-
family(vulture),
flight_profile(flat).
bird(sparrow_hawk):-
family(falcon),
eats(insects).
bird(peregrine_falcon):-
family(falcon),
eats(birds).
bird(great_crested_flycatcher):-
family(flycatcher),
tail(long_rusty).
bird(ash_throated_flycatcher):-
family(flycatcher),
throat(white).
bird(barn_swallow):-
family(swallow),
tail(forked).
bird(cliff_swallow):-
family(swallow),
tail(square).
bird(purple_martin):-
family(swallow),
color(dark).
country(united_states):- region(new_england).
country(united_states):- region(south_east).
country(united_states):- region(mid_west).
country(united_states):- region(south_west).
country(united_states):- region(north_west).
country(united_states):- region(mid_atlantic).
country(canada):- province(ontario).
country(canada):- province(quebec).
country(canada):- province(etc).
region(new_england):-
state(X),
member(X, [massachusetts, vermont, etc]).
region(south_east):-
state(X),
member(X, [florida, mississippi, etc]).
region(canada):-
province(X),
member(X, [ontario,quebec,etc]).
nostrils(X):- ask(nostrils,X).
live(X):- ask(live,X).
bill(X):- ask(bill,X).
size(X):- menuask(size,X,[large,plump,medium,small]).
eats(X):- ask(eats,X).
feet(X):- ask(feet,X).
wings(X):- ask(wings,X).
neck(X):- ask(neck,X).
color(X):- ask(color,X).
flight(X):- menuask(flight,X,[ponderous,powerful,agile,flap_glide,other]).
feed(X):- ask(feed,X).
head(X):- ask(head,X).
tail(X):- menuask(tail,X,[narrow_at_tip,forked,long_rusty,square,other]).
voice(X):- ask(voice,X).
season(X):- menuask(season,X,[winter,summer]).
cheek(X):- ask(cheek,X).
flight_profile(X):- menuask(flight_profile,X,[flat,v_shaped,other]).
throat(X):- ask(throat,X).
state(X):- menuask(state,X,[massachusetts,vermont,florida,mississippi,etc]).
province(X):- menuask(province,X,[ontario,quebec,etc]).
% "ask" is responsible for getting information from the user, and remembering
% the users response. If it doesn't already know the answer to a question
% it will ask the user. It then asserts the answer. It recognizes two
% cases of knowledge: 1) the attribute-value is known to be true,
% 2) the attribute-value is known to be false.
% This means an attribute might have multiple values. A third test to
% see if the attribute has another value could be used to enforce
% single valued attributes. (This test is commented out below)
% For this system the menuask is used for attributes which are single
% valued
% "ask" only deals with simple yes or no answers. a "yes" is the only
% yes value. any other response is considered a "no".
ask(Attribute,Value):-
known(yes,Attribute,Value), % succeed if we know its true
!. % and dont look any further
ask(Attribute,Value):-
known(_,Attribute,Value), % fail if we know its false
!, fail.
ask(Attribute,_):-
known(yes,Attribute,_), % fail if we know its some other value.
!, fail. % the cut in clause #1 ensures that if
% we get here the value is wrong.
ask(A,V):-
write(A:V), % if we get here, we need to ask.
write('? (yes or no): '),
read(Y), % get the answer
asserta(known(Y,A,V)), % remember it so we dont ask again.
Y = yes. % succeed or fail based on answer.
% "menuask" is like ask, only it gives the user a menu to to choose
% from rather than a yes on no answer. In this case there is no
% need to check for a negative since "menuask" ensures there will
% be some positive answer.
menuask(Attribute,Value,_):-
known(yes,Attribute,Value), % succeed if we know
!.
menuask(Attribute,_,_):-
known(yes,Attribute,_), % fail if its some other value
!, fail.
menuask(Attribute,AskValue,Menu):-
nl,write('What is the value for '),write(Attribute),write('?'),nl,
display_menu(Menu),
write('Enter the number of choice> '),
read(Num),nl,
pick_menu(Num,AnswerValue,Menu),
asserta(known(yes,Attribute,AnswerValue)),
AskValue = AnswerValue. % succeed or fail based on answer
display_menu(Menu):-
disp_menu(1,Menu), !. % make sure we fail on backtracking
disp_menu(_,[]).
disp_menu(N,[Item | Rest]):- % recursively write the head of
write(N),write(' : '),write(Item),nl, % the list and disp_menu the tail
NN is N + 1,
disp_menu(NN,Rest).
pick_menu(N,Val,Menu):-
integer(N), % make sure they gave a number
pic_menu(1,N,Val,Menu), !. % start at one
pick_menu(Val,Val,_). % if they didn't enter a number, use
% what they entered as the value
pic_menu(_,_,none_of_the_above,[]). % if we've exhausted the list
pic_menu(N,N, Item, [Item|_]). % the counter matches the number
pic_menu(Ctr,N, Val, [_|Rest]):-
NextCtr is Ctr + 1, % try the next one
pic_menu(NextCtr, N, Val, Rest).
Definite Clasue Grammer(DCG),把连接符:-替换成为–>,这种表达形式由Prolog翻译成为普通的差异表形式。
使用DCG,原来的句子谓词将写为:
sentence –> nounphrase, verbphrase.
这个句子将被翻译成一般的使用差异表的Prolog子句,但是这里不再用“-”隔开,而是变成了两个参数,上面的这个句子与下面的Prolog子句等价。
sentence(S1, S2):-
nounphrase(S1, S3),
verbphrase(S3, S2).
find nani 的最终版本

% NANI SEARCH - A sample adventure game
% Nani Search is designed to illustrate Prolog programming. It
% is an implementation of the principle example used in
% this tutorial.
main:- nani_search. % main entry point
nani_search:-
init_dynamic_facts, % predicates which are not compiled
write('NANI SEARCH - A Sample Adventure Game'),nl,
write('Copyright (C) Amzi! inc. 1990-2010'),nl,
write('No rights reserved, use it as you wish'),nl,
nl,
write('Nani Search is designed to illustrate Prolog programming.'),nl,
write('As such, it might be the simplest adventure game. The game'),nl,
write('is the primary example used in this tutorial.'),nl,
write('Full source is included as well.'),nl,
nl,
write('Your persona as the adventurer is that of a three year'),nl,
write('old. The Nani is your security blanket. It is getting'),nl,
write('late and you''re tired, but you can''t go to sleep'),nl,
write('without your Nani. Your mission is to find the Nani.'),nl,
nl,
write('You control the game by using simple English commands'),nl,
write('expressing the action you wish to take. You can go to'),nl,
write('other rooms, look at your surroundings, look in things'),nl,
write('take things, drop things, eat things, inventory the'),nl,
write('things you have, and turn things on and off.'),nl,
nl,
write('Hit any key to continue.'),get0(_),
write('Type "help" if you need more help on mechanics.'),nl,
write('Type "hint" if you want a big hint.'),nl,
write('Type "quit" if you give up.'),nl,
nl,
write('Enjoy the hunt.'),nl,
look, % give a look before starting the game
command_loop.
% command_loop - repeats until either the nani is found or the
% player types quit
command_loop:-
repeat,
get_command(X),
do(X),
(nanifound; X == quit).
% do - matches the input command with the predicate which carries out
% the command. More general approaches which might work in the
% listener are not supported in the compiler. This approach
% also gives tighter control over the allowable commands.
% The cuts prevent the forced failure at the end of "command_loop"
% from backtracking into the command predicates.
do(goto(X)):-goto(X),!.
do(nshelp):-nshelp,!.
do(hint):-hint,!.
do(inventory):-inventory,!.
do(take(X)):-take(X),!.
do(drop(X)):-drop(X),!.
do(eat(X)):-eat(X),!.
do(look):-look,!.
do(turn_on(X)):-turn_on(X),!.
do(turn_off(X)):-turn_off(X),!.
do(look_in(X)):-look_in(X),!.
do(quit):-quit,!.
% These are the predicates which control exit from the game. If
% the player has taken the nani, then the call to "have(nani)" will
% succeed and the command_loop will complete. Otherwise it fails
% and command_loop will repeat.
nanifound:-
have(nani),
write('Congratulations, you saved the Nani.'),nl,
write('Now you can rest secure.'),nl,nl.
quit:-
write('Giving up? It''s going to be a scary night'),nl,
write('and when you get the Nani it''s not going'),nl,
write('to smell right.'),nl,nl.
% The help command
nshelp:-
write('Use simple English sentences to enter commands.'),nl,
write('The commands can cause you to:'),nl,
nl,
write(' go to a room (ex. go to the office)'),nl,
write(' look around (ex. look)'),nl,
write(' look in something (ex. look in the desk)'),nl,
write(' take something (ex. take the apple)'),nl,
write(' drop something (ex. drop the apple)'),nl,
write(' eat something (ex. eat the apple)'),nl,
write(' turn something on (ex. turn on the light)'),nl,
write(' inventory your things (ex. inventory)'),nl,
nl,
write('The examples are verbose, terser commands and synonyms'),nl,
write('are usually accepted.'),nl,nl,
write('Hit any key to continue.'),nl,
get0(_),
look.
hint:-
write('You need to get to the cellar, and you can''t unless'),nl,
write('you get some light. You can''t turn on the cellar'),nl,
write('light, but there is a flash light in the desk in the'),nl,
write('office you might use.'),nl,nl,
look.
% Initial facts describing the world. Rooms and doors do not change,
% so they are compiled.
room(office).
room(kitchen).
room('dining room').
room(hall).
room(cellar).
door(office,hall).
door(hall,'dining room').
door('dining room',kitchen).
door(kitchen,cellar).
door(kitchen,office).
connect(X,Y):-
door(X,Y).
connect(X,Y):-
door(Y,X).
% These facts are all subject to change during the game, so rather
% than being compiled, they are "asserted" to the listener at
% run time. This predicate is called when "nanisrch" starts up.
init_dynamic_facts:-
assertz(location(desk,office)),
assertz(location(apple,kitchen)),
assertz(location(flashlight,desk)),
assertz(location('washing machine',cellar)),
assertz(location(nani,'washing machine')),
assertz(location(table,kitchen)),
assertz(location(crackers,desk)),
assertz(location(broccoli,kitchen)),
assertz(here(kitchen)),
assertz(turned_off(flashlight)),
assertz(turned_on(workaround)), %workaround under swiprolog
retract(turned_on(workaround)),
assertz(have(workaround)), %workaround under swiprolog
retract(have(workaround)).
furniture(desk).
furniture('washing machine').
furniture(table).
edible(apple).
edible(crackers).
tastes_yuchy(broccoli).
%%%%%%%% COMMANDS %%%%%%%%%%%%%%%%%%%%%%%%%%
% goto moves the player from room to room.
goto(Room):-
can_go(Room), % check for legal move
puzzle(goto(Room)), % check for special conditions
moveto(Room), % go there and tell the player
look.
goto(_):- look.
can_go(Room):- % if there is a connection it
here(Here), % is a legal move.
connect(Here,Room),!.
can_go(Room):-
respond(['You can''t get to ',Room,' from here']),fail.
moveto(Room):- % update the logicbase with the
retract(here(_)), % new room
asserta(here(Room)).
% look lists the things in a room, and the connections
look:-
here(Here),
respond(['You are in the ',Here]),
write('You can see the following things:'),nl,
list_things(Here),
write('You can go to the following rooms:'),nl,
list_connections(Here).
list_things(Place):-
location(X,Place),
tab(2),write(X),nl,
fail.
list_things(_).
list_connections(Place):-
connect(Place,X),
tab(2),write(X),nl,
fail.
list_connections(_).
% look_in allows the player to look inside a thing which might
% contain other things
look_in(Thing):-
location(_,Thing), % make sure there's at least one
write('The '),write(Thing),write(' contains:'),nl,
list_things(Thing).
look_in(Thing):-
respond(['There is nothing in the ',Thing]).
% take allows the player to take something. As long as the thing is
% contained in the room it can be taken, even if the adventurer hasn't
% looked in the the container which contains it. Also the thing
% must not be furniture.
take(Thing):-
is_here(Thing),
is_takable(Thing),
move(Thing,have),
respond(['You now have the ',Thing]).
is_here(Thing):-
here(Here),
contains(Thing,Here),!. % don't backtrack
is_here(Thing):-
respond(['There is no ',Thing,' here']),
fail.
contains(Thing,Here):- % recursive definition to find
location(Thing,Here). % things contained in things etc.
contains(Thing,Here):-
location(Thing,X),
contains(X,Here).
is_takable(Thing):- % you can't take the furniture
furniture(Thing),
respond(['You can''t pick up a ',Thing]),
!,fail.
is_takable(_). % not furniture, ok to take
move(Thing,have):-
retract(location(Thing,_)), % take it from its old place
asserta(have(Thing)). % and add to your possessions
% drop - allows the player to transfer a possession to a room
drop(Thing):-
have(Thing), % you must have the thing to drop it
here(Here), % where are we
retract(have(Thing)),
asserta(location(Thing,Here)).
drop(Thing):-
respond(['You don''t have the ',Thing]).
% eat, because every adventure game lets you eat stuff.
eat(Thing):-
have(Thing),
eat2(Thing).
eat(Thing):-
respond(['You don''t have the ',Thing]).
eat2(Thing):-
edible(Thing),
retract(have(Thing)),
respond(['That ',Thing,' was good']).
eat2(Thing):-
tastes_yuchy(Thing),
respond(['Three year olds don''t eat ',Thing]).
eat2(Thing):-
respond(['You can''t eat a ',Thing]).
% inventory list your possesions
inventory:-
have(X), % make sure you have at least one thing
write('You have: '),nl,
list_possessions.
inventory:-
write('You have nothing'),nl.
list_possessions:-
have(X),
tab(2),write(X),nl,
fail.
list_possessions.
% turn_on recognizes two cases. If the player tries to simply turn
% on the light, it is assumed this is the room light, and the
% appropriate error message is issued. Otherwise turn_on has to
% refer to an object which is turned_off.
turn_on(light):-
respond(['You can''t reach the switch and there''s nothing to stand on']).
turn_on(Thing):-
have(Thing),
turn_on2(Thing).
turn_on(Thing):-
respond(['You don''t have the ',Thing]).
turn_on2(Thing):-
turned_on(Thing),
respond([Thing,' is already on']).
turn_on2(Thing):-
turned_off(Thing),
retract(turned_off(Thing)),
asserta(turned_on(Thing)),
respond([Thing,' turned on']).
turn_on2(Thing):-
respond(['You can''t turn a ',Thing,' on']).
% turn_off - I didn't feel like implementing turn_off (作者好任性啊)
turn_off(Thing):-
respond(['I lied about being able to turn things off']).
% The only special puzzle in Nani Search has to do with going to the
% cellar. Puzzle is only called from goto for this reason. Other
% puzzles pertaining to other commands could easily be added.
puzzle(goto(cellar)):-
have(flashlight),
turned_on(flashlight),!.
puzzle(goto(cellar)):-
write('You can''t go to the cellar because it''s dark in the'),nl,
write('cellar, and you''re afraid of the dark.'),nl,
!,fail.
puzzle(_).
% respond simplifies writing a mixture of literals and variables
respond([]):-
write('.'),nl,nl.
respond([H|T]):-
write(H),
respond(T).
% Simple English command listener. It does some semantic checking
% and allows for various synonyms. Within a restricted subset of
% English, a command can be phrased many ways. Also non grammatical
% constructs are understood, for example just giving a room name
% is interpreted as the command to goto that room.
% Some interpretation is based on the situation. Notice that when
% the player says turn on the light it is ambiguous. It could mean
% the room light (which can't be turned on in the game) or the
% flash light. If the player has the flash light it is interpreted
% as flash light, otherwise it is interpreted as room light.
get_command(C):-
readlist(L), % reads a sentence and puts [it,in,list,form]
command(X,L,[]), % call the grammar for command
C =.. X,!. % make the command list a structure
get_command(_):-
respond(['I don''t understand, try again or type help']),fail.
% The grammar doesn't have to be real English. There are two
% types of commands in Nani Search, those with and without a
% single argument. A special case is also made for the command
% goto which can be activated by simply giving a room name.
command([Pred,Arg]) --> verb(Type,Pred),nounphrase(Type,Arg).
command([Pred]) --> verb(intran,Pred).
command([goto,Arg]) --> noun(go_place,Arg).
% Recognize three types of verbs. Each verb corresponds to a command,
% but there are many synonyms allowed. For example the command
% turn_on will be triggered by either "turn on" or "switch on".
verb(go_place,goto) --> go_verb.
verb(thing,V) --> tran_verb(V).
verb(intran,V) --> intran_verb(V).
go_verb --> [go].
go_verb --> [go,to].
go_verb --> [g].
tran_verb(take) --> [take].
tran_verb(take) --> [pick,up].
tran_verb(drop) --> [drop].
tran_verb(drop) --> [put].
tran_verb(drop) --> [put,down].
tran_verb(eat) --> [eat].
tran_verb(turn_on) --> [turn,on].
tran_verb(turn_on) --> [switch,on].
tran_verb(turn_off) --> [turn,off].
tran_verb(look_in) --> [look,in].
tran_verb(look_in) --> [look].
tran_verb(look_in) --> [open].
intran_verb(inventory) --> [inventory].
intran_verb(inventory) --> [i].
intran_verb(look) --> [look].
intran_verb(look) --> [look,around].
intran_verb(look) --> [l].
intran_verb(quit) --> [quit].
intran_verb(quit) --> [exit].
intran_verb(quit) --> [end].
intran_verb(quit) --> [bye].
intran_verb(nshelp) --> [help].
intran_verb(hint) --> [hint].
% a noun phrase is just a noun with an optional determiner in front.
nounphrase(Type,Noun) --> det,noun(Type,Noun).
nounphrase(Type,Noun) --> noun(Type,Noun).
det --> [the].
det --> [a].
% Nouns are defined as rooms, or things located somewhere. We define
% special cases for those things represented in Nani Search by two
% words. We can't expect the user to type the name in quotes.
noun(go_place,R) --> [R], {room(R)}.
noun(go_place,'dining room') --> [dining,room].
noun(thing,T) --> [T], {location(T,_)}.
noun(thing,T) --> [T], {have(T)}.
noun(thing,flashlight) --> [flash,light].
noun(thing,'washing machine') --> [washing,machine].
noun(thing,'dirty clothes') --> [dirty,clothes].
% If the player has just typed light, it can be interpreted three ways.
% If a room name is before it, it must be a room light. If the
% player has the flash light, assume it means the flash light. Otherwise
% assume it is the room light.
noun(thing,light) --> [X,light], {room(X)}.
noun(thing,flashlight) --> [light], {have(flashlight)}.
noun(thing,light) --> [light].
% readlist - read a list of words, based on a Clocksin & Mellish
% example.
readlist(L):-
write('> '),
read_word_list(L).
read_word_list([W|Ws]) :-
get0(C),
readword(C, W, C1), % Read word starting with C, C1 is first new
restsent(C1, Ws), !. % character - use it to get rest of sentence
restsent(C,[]) :- lastword(C), !. % Nothing left if hit last-word marker
restsent(C,[W1|Ws]) :-
readword(C,W1,C1), % Else read next word and rest of sentence
restsent(C1,Ws).
readword(C,W,C1) :- % Some words are single characters
single_char(C), % i.e. punctuation
!,
name(W, [C]), % get as an atom
get0(C1).
readword(C, W, C1) :-
is_num(C), % if we have a number --
!,
number_word(C, W, C1, _). % convert it to a genuine number
readword(C,W,C2) :- % otherwise if character does not
in_word(C, NewC), % delineate end of word - keep
get0(C1), % accumulating them until
restword(C1,Cs,C2), % we have all the word
name(W, [NewC|Cs]). % then make it an atom
readword(C,W,C2) :- % otherwise
get0(C1),
readword(C1,W,C2). % start a new word
restword(C, [NewC|Cs], C2) :-
in_word(C, NewC),
get0(C1),
restword(C1, Cs, C2).
restword(C, [], C).
single_char(0',).
single_char(0';).
single_char(0':).
single_char(0'?).
single_char(0'!).
single_char(0'.).
in_word(C, C) :- C >= 0'a, C =< 0'z.
in_word(C, L) :- C >= 0'A, C =< 0'Z, L is C + 32.
in_word(0'',0'').
in_word(0'-,0'-).
% Have character C (known integer) - keep reading integers and build
% up the number until we hit a non-integer. Return this in C1,
% and return the computed number in W.
number_word(C, W, C1, Pow10) :-
is_num(C),
!,
get0(C2),
number_word(C2, W1, C1, P10),
Pow10 is P10 * 10,
W is integer(((C - 0'0) * Pow10) + W1).
number_word(C, 0, C, 0.1).
is_num(C) :-
C =< 0'9,
C >= 0'0.
% These symbols delineate end of sentence
lastword(10). % end if new line entered
lastword(0'.).
lastword(0'!).
lastword(0'?).
我们可以试一下
?- nani_search(). NANI SEARCH - A Sample Adventure Game Copyright (C) Amzi! inc. 1990-2010 No rights reserved, use it as you wish Nani Search is designed to illustrate Prolog programming. As such, it might be the simplest adventure game. The game is the primary example used in this tutorial. Full source is included as well. Your persona as the adventurer is that of a three year old. The Nani is your security blanket. It is getting late and you're tired, but you can't go to sleep without your Nani. Your mission is to find the Nani. You control the game by using simple English commands expressing the action you wish to take. You can go to other rooms, look at your surroundings, look in things take things, drop things, eat things, inventory the things you have, and turn things on and off. Hit any key to continue. Type "help" if you need more help on mechanics. Type "hint" if you want a big hint. Type "quit" if you give up. Enjoy the hunt. You are in the kitchen. You can see the following things: apple table broccoli You can go to the following rooms: cellar office dining room > help Use simple English sentences to enter commands. The commands can cause you to: go to a room (ex. go to the office) look around (ex. look) look in something (ex. look in the desk) take something (ex. take the apple) drop something (ex. drop the apple) eat something (ex. eat the apple) turn something on (ex. turn on the light) inventory your things (ex. inventory) The examples are verbose, terser commands and synonyms are usually accepted. Hit any key to continue. |: You are in the kitchen. You can see the following things: apple table broccoli You can go to the following rooms: cellar office dining room > take the apple You now have the apple. > go to the office You are in the office. You can see the following things: desk You can go to the following rooms: hall kitchen > look in the desk The desk contains: flashlight crackers > take the crackers You now have the crackers. > take the flashlight You now have the flashlight. >turn on the flashlight flashlight turned on. > go to the kitchen You are in the kitchen. You can see the following things: table broccoli You can go to the following rooms: cellar office dining room > eat the apple That apple was good. > eat the crackers That crackers was good. > go to the cellar You are in the cellar. You can see the following things: washing machine You can go to the following rooms: kitchen look in the washing machine The washing machine contains: nani > take nani You now have the nani. Congratulations, you saved the Nani. Now you can rest secure. true .