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></SPAN>,	      so you don't end up complaining about yourself.</P><P>As necessary, use the appropriate <AHREF="communications.html#COMMUNINFO1">network analysis commands</A>.</P><P>For some ideas, see <AHREF="communications.html#ISSPAMMER">Example 15-40</A> and <AHREF="contributed-scripts.html#ISSPAMMER2">Example A-30</A>.</P><P>Optional: Write a script that searches through a list of	      e-mail messages and deletes the spam according to specified	      filters.</P></DD><DT><BCLASS="COMMAND">Creating man pages</B></DT><DD><P>Write a script that automates the process of creating	      <AHREF="external.html#MANREF">man pages</A>.</P><P>Given a text file which contains information to be	      formatted into a <ICLASS="FIRSTTERM">man page</I>, the	      script will read the file, then invoke the appropriate	      <AHREF="textproc.html#GROFFREF">groff</A> commands to	      output the corresponding <ICLASS="FIRSTTERM">man page</I>	      to <TTCLASS="FILENAME">stdout</TT>. The text file contains	      blocks of information under the standard <ICLASS="FIRSTTERM">man	      page</I> headings, i.e., <SPANCLASS="QUOTE">"NAME,"</SPAN>	      <SPANCLASS="QUOTE">"SYNOPSIS,"</SPAN> <SPANCLASS="QUOTE">"DESCRIPTION,"</SPAN>	      etc.</P><P>See <AHREF="textproc.html#MANVIEW">Example 15-28</A>.</P></DD><DT><BCLASS="COMMAND">Morse Code</B></DT><DD><P>Convert a text file to Morse code. Each character of the	      text file will be represented as a corresponding Morse	      code group of dots and dashes (underscores), separated by	      whitespace from the next. For example:		<TABLEBORDER="0"BGCOLOR="#E0E0E0"WIDTH="90%"><TR><TD><PRECLASS="PROGRAMLISTING">   1&nbsp;Invoke the "morse.sh" script with "script"   2&nbsp;as an argument to convert to Morse.   3&nbsp;   4&nbsp;   5&nbsp;$ sh morse.sh script   6&nbsp;   7&nbsp;... _._. ._. .. .__. _   8&nbsp;s   c    r   i   p   t</PRE></TD></TR></TABLE></P></DD><DT><BCLASS="COMMAND">Hex Dump</B></DT><DD><P>Do a hex(adecimal) dump on a binary file	      specified as an argument. The output should be in neat	      tabular fields, with the first field showing the address,	      each of the next 8 fields a 4-byte hex number, and the final	      field the ASCII equivalent of the previous 8 fields.</P><P>The obvious followup to this is to extend the hex dump	      script into a disassembler. Using a lookup table, or some other	      clever gimmick, convert the hex values into 80x86 op	      codes.</P></DD><DT><BCLASS="COMMAND">Emulating a Shift Register</B></DT><DD><P>Using <AHREF="arrays.html#STACKEX">Example 26-15</A> as an inspiration,	      write a script that emulates a 64-bit shift register as	      an <AHREF="arrays.html#ARRAYREF">array</A>. Implement	      functions to <ICLASS="FIRSTTERM">load</I> the register,	      <ICLASS="FIRSTTERM">shift left</I>, <ICLASS="FIRSTTERM">shift	      right</I>, and <ICLASS="FIRSTTERM">rotate</I>	      it. Finally, write a function that interprets the register	      contents as eight 8-bit ASCII characters.</P></DD><DT><BCLASS="COMMAND">Determinant</B></DT><DD><P>Solve a 4 x 4 determinant.</P></DD><DT><BCLASS="COMMAND">Hidden Words</B></DT><DD><P>Write a <SPANCLASS="QUOTE">"word-find"</SPAN> puzzle generator,	      a script that hides 10 input words in a 10 x 10 matrix	      of random letters. The words may be hidden across, down,	      or diagonally.</P><P>Optional: Write a script that <SPANCLASS="emphasis"><ICLASS="EMPHASIS">solves</I></SPAN>	      word-find puzzles. To keep this from becoming too difficult,	      the solution script will find only horizontal and vertical	      words. (Hint: Treat each row and column as a string, and	      search for substrings.)</P></DD><DT><BCLASS="COMMAND">Anagramming</B></DT><DD><P> Anagram 4-letter input. For example, the	      anagrams of <SPANCLASS="emphasis"><ICLASS="EMPHASIS">word</I></SPAN> are:	      <SPANCLASS="emphasis"><ICLASS="EMPHASIS">do or rod row word</I></SPAN>. You may use	      <TTCLASS="FILENAME">/usr/share/dict/linux.words</TT> as the	      reference list.</P></DD><DT><BCLASS="COMMAND">Word Ladders</B></DT><DD><P>A <SPANCLASS="QUOTE">"word ladder"</SPAN> is a sequence of words,              with each successive word in the sequence differing from              the previous one by a single letter.</P><P>For example, to <SPANCLASS="QUOTE">"ladder"</SPAN> from              <SPANCLASS="emphasis"><ICLASS="EMPHASIS">mark</I></SPAN> to              <SPANCLASS="emphasis"><ICLASS="EMPHASIS">vase</I></SPAN>:</P><P>	    <TABLEBORDER="0"BGCOLOR="#E0E0E0"WIDTH="90%"><TR><TD><PRECLASS="PROGRAMLISTING">   1&nbsp;mark --&#62; park --&#62; part --&#62; past --&#62; vast --&#62; vase   2&nbsp;         ^           ^       ^      ^           ^</PRE></TD></TR></TABLE>            </P><P>Write a script that solves word ladder puzzles. Given	      a starting and an ending word, the script will list all	      intermediate steps in the <SPANCLASS="QUOTE">"ladder."</SPAN> Note	      that <SPANCLASS="emphasis"><ICLASS="EMPHASIS">all</I></SPAN> words in the sequence must	      be legitimate dictionary words.</P></DD><DT><BCLASS="COMMAND">Fog Index</B></DT><DD><P>The <SPANCLASS="QUOTE">"fog index"</SPAN> of a passage of text	      estimates its reading difficulty, as a number corresponding	      roughly to a school grade level. For example, a passage	      with a fog index of 12 should be comprehensible to anyone	      with 12 years of schooling.</P><P>The Gunning version of the fog index uses the following	      algorithm.</P><OLTYPE="1"><LI><P>Choose a section of the text at least                 100 words in length.</P></LI><LI><P>Count the number of sentences (a portion of                 a sentence truncated by the boundary of the text section                 counts as one).</P></LI><LI><P>Find the average number of words per                   sentence.</P><P>AVE_WDS_SEN = TOTAL_WORDS / SENTENCES</P></LI><LI><P>Count the number of <SPANCLASS="QUOTE">"difficult"</SPAN>		   words in the segment -- those containing at least		   3 syllables. Divide this quantity by total words to		   get the proportion of difficult words.</P><P>PRO_DIFF_WORDS = LONG_WORDS / TOTAL_WORDS</P></LI><LI><P>The Gunning fog index is the sum of the above two                   quantities, multiplied by 0.4, then rounded to the                   nearest integer.</P><P>G_FOG_INDEX = int ( 0.4 * ( AVE_WDS_SEN  + PRO_DIFF_WORDS ) )</P></LI></OL><P>Step 4 is by far the most difficult portion of the	      exercise. There exist various algorithms for estimating	      the syllable count of a word. A rule-of-thumb formula	      might consider the number of letters in a word and the	      vowel-consonant mix.</P><P>A strict interpretation of the Gunning fog index does	      not count compound words and proper nouns as	      <SPANCLASS="QUOTE">"difficult"</SPAN> words, but this would enormously	      complicate the script.</P></DD><DT><BCLASS="COMMAND">Calculating PI using Buffon's Needle</B></DT><DD><P>The Eighteenth Century French mathematician de Buffon	      came up with a novel experiment. Repeatedly drop a	      needle of length <SPANCLASS="QUOTE">"n"</SPAN> onto a wooden floor	      composed of long and narrow parallel boards. The cracks	      separating the equal-width floorboards are a fixed distance	      <SPANCLASS="QUOTE">"d"</SPAN> apart. Keep track of the total drops and	      the number of times the needle intersects a crack on the	      floor. The ratio of these two quantities turns out to be	      a fractional multiple of PI.</P><P>In the spirit of <AHREF="mathc.html#CANNON">Example 15-48</A>, write a	      script that runs a Monte Carlo simulation of Buffon's	      Needle. To simplify matters, set the needle length	      equal to the distance between the cracks, <TTCLASS="PARAMETER"><I>n =	      d</I></TT>.</P><P>Hint: there are actually two critical variables:              the distance from the center of the needle to the crack              nearest to it, and the angle of the needle to that              crack. You may use <AHREF="mathc.html#BCREF">bc</A> to              handle the calculations.</P></DD><DT><BCLASS="COMMAND">Playfair Cipher</B></DT><DD><P>Implement the Playfair (Wheatstone) Cipher in a	      script.</P><P>The Playfair Cipher encrypts text by substitution	      of <SPANCLASS="QUOTE">"digrams"</SPAN> (2-letter groupings).  It is	      traditional to use a 5 x 5 letter scrambled-alphabet	      <ICLASS="FIRSTTERM">key square</I> for the encryption and	      decryption.</P><P>	     <TABLEBORDER="0"BGCOLOR="#E0E0E0"WIDTH="90%"><TR><TD><PRECLASS="PROGRAMLISTING">   1&nbsp;   C O D E S   2&nbsp;   A B F G H   3&nbsp;   I K L M N   4&nbsp;   P Q R T U   5&nbsp;   V W X Y Z   6&nbsp;   7&nbsp;Each letter of the alphabet appears once, except "I" also represents   8&nbsp;"J". The arbitrarily chosen key word, "CODES" comes first, then all   9&nbsp;the rest of the alphabet, in order from left to right, skipping letters  10&nbsp;already used.  11&nbsp;  12&nbsp;To encrypt, separate the plaintext message into digrams (2-letter  13&nbsp;groups). If a group has two identical letters, delete the second, and  14&nbsp;form a new group. If there is a single letter left over at the end,  15&nbsp;insert a "null" character, typically an "X."  16&nbsp;  17&nbsp;THIS IS A TOP SECRET MESSAGE  18&nbsp;  19&nbsp;TH IS IS AT OP SE CR ET ME SA GE  20&nbsp;  21&nbsp;For each digram, there are three possibilities.  22&nbsp;----------------------------------------------  23&nbsp;1) Both letters will be on the same row of the key square  24&nbsp;   For each letter, substitute the one immediately to the right, in that  25&nbsp;   row. If necessary, wrap around left to the beginning of the row.  26&nbsp;  27&nbsp;or  28&nbsp;  29&nbsp;2) Both letters will be in the same column of the key square  30&nbsp;   For each letter, substitute the one immediately below it, in that  31&nbsp;   row. If necessary, wrap around to the top of the column.  32&nbsp;  33&nbsp;or  34&nbsp;  35&nbsp;3) Both letters will form the corners of a rectangle within the key  36&nbsp;   square. For each letter, substitute the one on the other corner the  37&nbsp;   rectangle which lies on the same row.  38&nbsp;  39&nbsp;  40&nbsp;The "TH" digram falls under case #3.  41&nbsp;G H  42&nbsp;M N  43&nbsp;T U           (Rectangle with "T" and "H" at corners)  44&nbsp;  45&nbsp;T --&#62; U  46&nbsp;H --&#62; G  47&nbsp;  48&nbsp;  49&nbsp;The "SE" digram falls under case #1.  50&nbsp;C O D E S     (Row containing "S" and "E")  51&nbsp;  52&nbsp;S --&#62; C  (wraps around left to beginning of row)  53&nbsp;E --&#62; S  54&nbsp;  55&nbsp;=========================================================================  56&nbsp;  57&nbsp;To decrypt encrypted text, reverse the above procedure under cases #1  58&nbsp;and #2 (move in opposite direction for substitution). Under case #3,  59&nbsp;just take the remaining two corners of the rectangle.  60&nbsp;  61&nbsp;  62&nbsp;Helen Fouche Gaines' classic work, ELEMENTARY CRYPTANALYSIS (1939), gives a  63&nbsp;fairly detailed rundown on the Playfair Cipher and its solution methods.</PRE></TD></TR></TABLE>             </P><P>This script will have three main sections</P><OLTYPE="I"><LI><P>Generating the <SPANCLASS="QUOTE">"key square"</SPAN>,	         based on a user-input keyword.</P></LI><LI><P>Encrypting a <SPANCLASS="QUOTE">"plaintext"</SPAN>	         message.</P></LI><LI><P>Decrypting encrypted	         text.</P></LI></OL><P>The script will make extensive use of <AHREF="arrays.html#ARRAYREF">arrays</A> and <AHREF="functions.html#FUNCTIONREF">functions</A>.</P></DD></DL></DIV><P>--</P><P>Please do not send the author your solutions to these            exercises. There are better ways to impress him with your            cleverness, such as submitting bugfixes and suggestions for            improving this book.</P></DIV><DIVCLASS="NAVFOOTER"><HRALIGN="LEFT"WIDTH="100%"><TABLESUMMARY="Footer navigation table"WIDTH="100%"BORDER="0"CELLPADDING="0"CELLSPACING="0"><TR><TDWIDTH="33%"ALIGN="left"VALIGN="top"><AHREF="exercises.html"ACCESSKEY="P">Prev</A></TD><TDWIDTH="34%"ALIGN="center"VALIGN="top"><AHREF="index.html"ACCESSKEY="H">Home</A></TD><TDWIDTH="33%"ALIGN="right"VALIGN="top"><AHREF="revisionhistory.html"ACCESSKEY="N">Next</A></TD></TR><TR><TDWIDTH="33%"ALIGN="left"VALIGN="top">Exercises</TD><TDWIDTH="34%"ALIGN="center"VALIGN="top"><AHREF="exercises.html"ACCESSKEY="U">Up</A></TD><TDWIDTH="33%"ALIGN="right"VALIGN="top">Revision History</TD></TR></TABLE></DIV></BODY></HTML>

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