Day 7 – Automatic on a Cellular Level

Today’s advent calendar post deals with Cellular Automata.

What are cellular automata? I’m glad you asked! They are systems made up of only a few parts: A kind of field or “world” made up of cells, a set of states that every cell can be in at any point, a “neighborhood” describing what cells are visible to each cell, and a set of rules governing what a cell will change its state into given its own state and the state of all cells in its neighborhood.

That is, of course, a very abstract description, so let me give a few examples for the individual parts to hopefully give you an idea of what you might see in a cellular automaton:

In typical worlds you might find cells arranged like beads on a string, or like fields on a chess or chinese checkers board. There are also more exotic configurations you can make up: Any 2-dimensional field can be mapped onto any surface, like for example the Stanford bunny.

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Day 5 – Variables

Such a simple thing, isn’t it? A variable is a name that holds a value.

Occasionally, the value it’s holding might be replaced by a different one — hence the name. (According to the surgeon general, variables that don’t experience change on a regular basis should see their physician, and ask to be diagnosed as constants.)

Even though they’re very easy to grasp, and basically every language has them, my goal today is to convince you that variables are actually wonderfully tricky. In a good way! I aim to make you stumble out of this blog post, dazed, mumbling “I thought I knew variables, but I really had no idea…”.

Towards the end, the experimental language 007 will also figure, because it’s completely and utterly this language’s fault that I’m thinking so much about variables.

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Day 4 – New Perl 6 POD Features for the New Year

A tale of Santa’s helpers hacking the Rakudo compiler to fill a repo branch with POD goodies for the New Year.


Rakudo NQP files contain the code that parses a Perl 6 input file and transforms it into a running Perl 6 program. This article will highlight some details learned by experience during recent work with Rakudo NQP files. The work involves implementing some not-yet-implemented (NYI) Perl 6 POD features, and I hope to merge the changes soon.

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Day 3 – Perl 6 – jmp 2 it

jmp is a Perl 6 powered command-line program I use every day to navigate through piles of Perl and quickly jump into my $EDITOR. I try and stay in a state of flow while coding and the ability to quickly search files and then jump straight into an editor helps.

jmp is a simple terminal-based frontend to your favourite code searching tool (e.g., rgrep, ag, ack, git grep etc). It displays a list of search results you can quickly browse through before jumping in to edit your file (e.g., vim, nano, comma etc).

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Day 2 – Like Perls in a Pod: document everything (and test the documentation)

Christmas season was approaching, and Santa was in a gloomy mood. His inbox was full with letters from boys and girls coming from all over.


Were they letter to Santa? Was the kid properly identified by signature, so that you sent the gifts to the proper person and not someone else who might not deserve them? Were them addressed to Santa, and not any of those impostors, the Easter Bunny, or, even worse, the Three So-Called-I-don’t-know-why-Wise-Men from Orient? Worst of all, did he personally have to check all that stuff all by his royal and hallowed self?


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Day 1 – Porting Vigilance, integrating Perl 6 with standard tools

Greetings everyone, today we’ll be taking an infrastructural script and port it from Perl 5 to Perl 6. This article is based on a pair of posts by James Clark, which you can find here:

This script is used to create and verify MD5 sums. These are 128-bit values that can be used to verify data integrity. While MD5 has been proven to be insecure in protecting against malicious actors, it is still useful for detecting on-disk corruption.

The Perl 6 ecosystem is growing and contains a variety of tools that are either ported from the Perl 5 CPAN, or are replacements. I’ll walk through a few aspects of the original script and my port and show why I make some specific changes. Hopefully this will encourage you to go out and port your own little scripts.

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Bonus Xmas – Concurrent HTTP Server implementation and the scripter’s approach

First of all, I want to highlight Jonathan Worthington‘s work with Rakudo Perl6 and IO::Socket::Async. Thanks Jon!


I like to make scripts; write well-organized sequences of actions, get results and do things with them.

When I began with Perl6 I discovered a spectacular ecosystem, where I could put my ideas into practice in the way that I like: script manner. One of these ideas was to implement a small HTTP server to play with it. Looking at other projects and modules related to Perl6, HTTP and sockets I discovered that the authors behind were programmers with a great experience with Object-Oriented programming.

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Day 24 – Solving a Rubik’s Cube


I have a speed cube on my wish list for Christmas, and I'm really excited about it. :) I wanted to share that enthusiasm with some Perl 6 code.

I graduated from high school in '89, so I'm just the right age to have had a Rubik's cube through my formative teen years. I remember trying to show off on the bus and getting my time down to just under a minute. I got a booklet from a local toy store back in the 80s that showed an algorithm on how to solve the cube, which I memorized. I don't have the booklet anymore. I've kept at it over the years, but never at a competitive level.

In the past few months, YouTube has suggested a few cube videos to me based on my interest in the standupmaths channel; seeing the world record come in under 5 seconds makes my old time of a minute seem ridiculously slow.

Everyone I've spoken to who can solve the cube has been using a different algorithm than I learned, and the one discussed on standupmaths is yet a different one. The advanced version of this one seems to be commonly used by those who are regularly setting world records, though.

Picking up this algorithm was not too hard; I found several videos, especially one describing how to solve the last layer. After doing this for a few days, I transcribed the steps to a few notes showing the list of steps, and the crucial parts for each step: desired orientation, followed by the individual turns for that step. I was then able to refer to a single page of my notebook instead of a 30-minute video, and after a few more days, had memorized the steps: being able to go from the notation to just doing the moves is a big speed up.

After a week, I was able to solve it reliably using the new method in under two minutes; a step back, but not bad for a week's effort in my off hours. Since then (a few weeks now), I've gotten down to under 1:20 pretty consistently. Again, this is the beginner method, without any advanced techniques, and I'm at the point where I can do the individual algorithm steps without looking at the cube. (I still have a long way to go to be competitive though.)


A quick note about the notation for moves – given that you're holding the cube with a side on the top, and one side facing you, the relative sides are:

L (Left) R (Right) U (Up) D (Down) F (Front) B (Back)

If you see a lone letter in the steps, like B, that means to turn that face clockwise (relative to the center of the cube, not you). If you add a ʼ to the letter, that means counter clockwise, so would have the top piece coming down, while a R would have the bottom piece coming up.

Additionally, you might have to turn a slice twice, which is written as U2; (Doesn't matter if it's clockwise or not, since it's 180º from the starting point.)


The beginner's algorithm I'm working with has the following basic steps:

1. White cross 2. White corners 3. Second layer 4. Yellow cross 5. Yellow edges 6. Yellow corners 7. Orient yellow corners

If you're curious as to what the individual steps are in each, you'll be able to dig through the Rubik's wiki or the YouTube video linked above. More advanced versions of this algorithm (CFOP by Jessica Fridrich) allow you to combine steps, have specific "shortcuts" to deal with certain cube states, or solve any color as the first side, not just white.

Designing a Module

As I began working on the module, I knew I wanted to get to a point where I could show the required positions for each step in a way that was natural to someone familiar with the algorithm, and to have the individual steps also be natural, something like:


I also wanted to be able to dump the existing state of the cube; For now as text, but eventually being able to tie it into a visual representation as well,

We need to be able to tell if the cube is solved; We need to be able to inspect pieces relative to the current orientation, and be able to change our orientation.

Since I was going to start with the ability to render the state of the cube, and then quickly add the ability to turn sides, I picked an internal structure that made that fairly easy.

The Code

The latest version of the module is available on github. The code presented here is from the initial version.

Perl 6 lets you create Enumerations so you can use actual words in your code instead of lookup values, so let's start with some we'll need:

enum Side «:Up('U') :Down('D') :Front('F') :Back('B') :Left('L') :Right('R')»;
enum Colors «:Red('R') :Green('G') :Blue('B') :Yellow('Y') :White('W') :Orange('O')»;

With this syntax, we can use Up directly in our code, and its associated value is U.

We want a class so we can store attributes and have methods, so our class definition has:

class Cube::Three {
has %!Sides;
submethod BUILD() {
%!Sides{Up} = [White xx 9];
%!Sides{Front} = [Red xx 9];

We have a single attribute, a Hash called %.Sides; Each key corresponds to one of the Enum sides. The value is a 9-element array of Colors. Each element on the array corresponds to a position on the cube. With white on top and red in front as the default, the colors and cell positions are shown here with the numbers & colors. (White is Up, Red is Front)

         W0 W1 W2
         W3 W4 W5
         W6 W7 W8
G2 G5 G8 R2 R5 R8 B2 B5 B8 O2 O5 O8
G1 G4 G7 R1 R4 R7 B1 B4 B7 O1 O4 O7
G0 G3 G6 R0 R3 R6 B0 B3 B6 B0 B3 B6
         Y0 Y1 Y2
         Y3 Y4 Y5
         Y6 Y7 Y8

The first methods I added were to do clockwise turns of each face.

method F {
self!fixup-sides([, [6,7,8]),, [2,1,0]),, [2,1,0]),, [6,7,8]),

This public method calls two private methods (denoted with the !); one rotates a single Side clockwise, and the second takes a list of Pairs, where the key is a Side, and the value is a list of positions. If you imagine rotating the top of the cube clockwise, you can see that the positions are being swapped from one to the next.

Note that we return self from the method; this allows us to chain the method calls as we wanted in the original design.

The clockwise rotation of a single side shows a raw Side being passed, and uses array slicing to change the order of the pieces in place.

# 0 1 2 6 3 0
# 3 4 5 -> 7 4 1
# 6 7 8 8 5 2
method !rotate-clockwise(Side \side) {
%!Sides{side}[0,1,2,3,5,6,7,8] = %!Sides{side}[6,3,0,7,1,8,5,2];

To add the rest of the notation for the moves, we add some simple wrapper methods:

method F2 { self.F.F; }
method Fʼ { self.F.F.F; }

F2 just calls the move twice; Fʼ cheats: 3 rights make a left.

At this point, I had to make sure that my turns were doing what they were supposed to, so I added a gist method (which is called when an object is output with say).

      W Y W
      Y W Y
      W Y W
      Y W Y
      W Y W
      Y W Y

The source for the gist is:

method gist {
my $result;
$result = %!Sides{Up}.rotor(3).join("\n").indent(6);
$result ~= "\n";
for 2,1,0 -> $row {
for (Left, Front, Right, Back) -> $side {
my @slice = (0,3,6) >>+>> $row;
$result ~= ~%!Sides{$side}[@slice].join(' ') ~ ' ';
$result ~= "\n";
$result ~= %!Sides{Down}.rotor(3).join("\n").indent(6);

A few things to note:

  • use of .rotor(3) to break up the 9-cell array into 3 3-element lists.

  • .indent(6) to prepend whitespace on the Up and Down sides.
  • (0,3,6) >>+>> $row, which increments each value in the list

The gist is great for stepwise inspection, but for debugging, we need something a little more compact:

method dump {
gather for (Up, Front, Right, Back, Left, Down) -> $side {
take %!Sides{$side}.join('');

This iterates over the sides in a specific order, and then uses the gather take syntax to collect string representations of each side, then joining them all together with a |. Now we can write tests like:

use Test; use Cube::Three;
my $a =;
is $a.R.U2...R....U2.L.U..U.L.dump,
'corners rotation';

This is actually the method used in the final step of the algorithm. With this debug output, I can take a pristine cube, do the moves myself, and then quickly transcribe the resulting cube state into a string for testing.

While the computer doesn't necessarily need to rotate the cube, it will make it easier to follow the algorithm directly if we can rotate the cube, so we add one for each of the six possible turns, e.g.:

method rotate-F-U {
# In addition to moving the side data, have to
# re-orient the indices to match the new side.
my $temp = %!Sides{Up};
%!Sides{Up} = %!Sides{Front};
%!Sides{Front} = %!Sides{Down};
%!Sides{Down} = %!Sides{Back};
%!Sides{Back} = $temp;

As we turn the cube from Front to Up, we rotate the Left and Right sides in place. Because the orientation of the cells changes as we change faces, as we copy the cells from face to face, we also may have to rotate them to insure they end up facing in the correct direction. As before, we return self to allow for method chaining.

As we start testing, we need to make sure that we can tell when the cube is solved; we don't care about the orientation of the cube, so we verify that the center color matches all the other colors on the face:

method solved {
for (Up, Down, Left, Right, Back, Front) -> $side {
return False unless
%!Sides{$side}.all eq %!Sides{$side}[4];
return True;

For every side, we use a Junction of all the colors on a side to compare to the center cell (always position 4). We fail early, and then succeed only if we made it through all the sides.

Next I added a way to scramble the cube, so we can consider implementing a solve method.

method scramble {
my @random = <U D F R B L>.roll(100).squish[^10];
for @random -> $method {
my $actual = $method ~ ("", "2", "ʼ").pick(1);

This takes the six base method names, picks a bunch of random values, then squishes them (insures that there are no dupes in a row), and then picks the first 10 values. We then potentially add on a 2 or a ʼ. Finally, we use the indirect method syntax to call the individual methods by name.

Finally, I'm ready to start solving! And this is where things got complicated. The first steps of the beginner method are often described as intuitive. Which means it's easy to explain… but not so easy to code. So, spoiler alert, as of the publish time of this article, only the first step of the solve is complete. For the full algorithm for the first step, check out the linked github site.

method solve {
method solve-top-cross {
sub completed {
%!Sides{Up}[1,3,5,7].all eq 'W' &&
%!Sides{Front}[5] eq 'R' &&
%!Sides{Right}[5] eq 'B' &&
%!Sides{Back}[5] eq 'O' &&
%!Sides{Left}[5] eq 'G';
while !completed() {
# Move white-edged pieces in second row up to top
# Move incorrectly placed pieces in the top row to the middle
# Move pieces from the bottom to the top

Note the very specific checks to see if we're done; we use a lexical sub to wrap up the complexity – and while we have a fairly internal check here, we see that we might want to abstract this to a point where we can say "is this edge piece in the right orientation". To start with, however, we'll stick with the individual cells.

The guts of solve-top-cross are 100+ lines long at the moment, so I won't go through all the steps. Here's the "easy" section

my @middle-edges =
[Front, Right],
[Right, Back],
[Back, Left],
[Left, Front],
for @middle-edges -> $edge {
my $side7 = $edge[0];
my $side1 = $edge[1];
my $color7 = %!Sides{$side7}[7];
my $color1 = %!Sides{$side1}[1];
if $color7 eq 'W' {
# find number of times we need to rotate the top:
my $turns = (
@ordered-sides.first($side1, :k) -
@ordered-sides.first(%expected-sides{~$color1}, :k)
) % 4;
self.U for 1..$turns;
self.for 1..$turns;
next MAIN;
} elsif $color1 eq 'W' {
my $turns = (
@ordered-sides.first($side7, :k) -
@ordered-sides.first(%expected-sides{~$color7}, :k)
) % 4;
self.for 1..$turns;
self.U for 1..$turns;
next MAIN;

When doing this section on a real cube, you'd rotate the cube without regard to the side pieces, and just get the cross in place. To make the algorithm a little more "friendly", we keep the centers in position for this; we rotate the Up side into place, then rotate the individual side into place on the top, then rotate the Up side back into the original place.

One of the interesting bits of code here is the .first(..., :k) syntax, which says to find the first element that matches, and then return the position of the match. We can then look things up in an ordered list so we can calculate the relative positions of two sides.

Note that the solving method only calls to the public methods to turn the cube; While we use raw introspection to get the cube state, we only use "legal" moves to do the solving.

With the full version of this method, we now solve the white cross with this program:

#!/usr/bin/env perl6
use Cube::Three;
my $cube =;
say $cube;
say '';
say $cube;

which generates this output given this set of moves (Fʼ L2 B2 L Rʼ Uʼ R Fʼ D2 B2). First is the scramble, and then is the version with the white cross solved.

      W G G
      Y W W
      Y Y Y
      W W O
      Y Y O
      B R R

      Y W W
      W W W
      G W R
      G G B
      B Y Y
      Y B B

This sample prints out the moves used to do the scramble, shows the scrambled cube, "solves" the puzzle (which, as of this writing, is just the white cross), and then prints out the new state of the cube.

Note that as we get further along, the steps become less "intuitive", and, in my estimation, much easier to code. For example, the last step requires checking the orientationof four pieces, rotating the cube if necessary, and then doing a 14-step set of moves. (shown in the test above).

Hopefully my love of cubing and Perl 6 have you looking forward to your next project!

I'll note in the comments when the module's solve is finished, for future readers.

Day 23 – The Wonders of Perl 6 Golf

Ah, Christmas! What could possibly be better than sitting around the table with your friends and family and playing code golf! … Wait, what?

Oh, right, it’s not Christmas yet. But you probably want to prepare yourself for it anyway!

If you haven’t noticed already, there’s a great website for playing code golf: The cool thing about it is that it’s not just for perl 6! At the time of writing, 6 other langs are supported. Hmmm…

Anyway, as I’ve got some nice scores there, I thought I’d share some of the nicest bits from my solutions. All the trickety-hackety, unicode-cheatery and mind-blowety. While we are at it, maybe we’ll even see that perl 6 is quite concise and readable even in code golf. That is, if you have a hard time putting your Christmas wishes on a card, maybe a line of perl 6 code will do.

I won’t give full solutions to not spoil your Christmas fun, but I’ll give enough hints for you to come up with competitive solutions.

All I want for Christmas is for you to have some fun. So get yourself rakudo to make sure you can follow along. Later we’ll have some pumpkin pie and we’ll do some caroling. If you have any problems running perl 6, perhaps join #perl6 channel on freenode to get some help. That being said, itself gives you a nice editor to write and eval your code, so there should be no problem.

Some basic examples

Let’s take Pascal’s Triangle task as an example. I hear ya, I hear! Math before Christmas, that’s cruel. Cruel, but necessary.

There’s just one basic trick you have to know. If you take any row from the Pascal’s Triangle, shift it by one element and zip-sum the result with the original row, you’ll get the next row!

So if you had a row like:

1 3 3 1

All you do is just shift it to the right:

0 1 3 3 1

And sum it with the original row:

1 3 3 1
+ + + +
0 1 3 3 1
1 4 6 4 1

As simple as that! So let’s write that in code:

for ^16 { put (+combinations($^row,$_) for 0..$row) }

You see! Easy!

… oh… Wait, that’s a completely different solution. OK, let’s see:

.put for 1, { |$_,0 Z+ 0,|$_ } … 16


1 1
1 2 1
1 3 3 1
1 4 6 4 1
1 5 10 10 5 1
1 6 15 20 15 6 1
1 7 21 35 35 21 7 1
1 8 28 56 70 56 28 8 1
1 9 36 84 126 126 84 36 9 1
1 10 45 120 210 252 210 120 45 10 1
1 11 55 165 330 462 462 330 165 55 11 1
1 12 66 220 495 792 924 792 495 220 66 12 1
1 13 78 286 715 1287 1716 1716 1287 715 286 78 13 1
1 14 91 364 1001 2002 3003 3432 3003 2002 1001 364 91 14 1
1 15 105 455 1365 3003 5005 6435 6435 5005 3003 1365 455 105 15 1

Ah-ha! There we go. So what happened there? Well, in perl 6 you can create sequences with a very simple syntax: 2, 4, 8 … ∞. Normally you’ll let it figure out the sequence by itself, but you can also provide a code block to calculate the values. This is awesome! In other languages you’d often need to have a loop with a state variable, and here it does all that for you! This feature alone probably needs an article or 𝍪.

The rest is just a for loop and a put call. The only trick here is to understand that it is working with lists, so when you specify the endpoint for the sequence, it is actually checking for the number of elements. Also, you need to flatten the list with |.

If you remove whitespace and apply all tricks mentioned in this article, this should get you to 26 characters. That’s rather competitive.

Similarly, other tasks often have rather straightforward solutions. For example, for Evil Numbers you can write something like this:

.base(2).comb(~1) %% 2 && .say for ^50

Remove some whitespace, apply some tricks, and you’ll be almost there.

Let’s take another example: Pangram Grep. Here we can use set operators:

a..z .lc.comb && .say for @*ARGS

Basically, almost all perl 6 solutions look like real code. It’s the extra -1 character oomph that demands extra eye pain, but you didn’t come here to listen about conciseness, right? It’s time to get dirty.


Let’s talk numbers! 1 ² ③ ٤ ⅴ ߆… *cough*. You see, in perl 6 any numeric character (that has a corresponding numeric value property) can be used in the source code. The feature was intended to allow us to have some goodies like ½ and other neat things, but this means that instead of writing 50 you can write . Some golfing platforms will count the number of bytes when encoded in UTF-8, so it may seem like you’re not winning anything. But what about 1000000000000 and 𖭡? In any case, is unicode-aware, so the length of any of these characters will be 1.

So you may wonder, which numbers can you write in that manner? There you go:

-0.5 0.00625 0.025 0.0375 0.05 0.0625 0.083333 0.1
0.111111 0.125 0.142857 0.15 0.166667 0.1875 0.2
0.25 0.333333 0.375 0.4 0.416667 0.5 0.583333 0.6
0.625 0.666667 0.75 0.8 0.833333 0.875 0.916667 1
1.5 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 10
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
45 46 47 48 49 50 60 70 80 90 100 200 300 400 500
600 700 800 900 1000 2000 3000 4000 5000 6000 7000
8000 9000 10000 20000 30000 40000 50000 60000 70000
80000 90000 100000 200000 216000 300000 400000
432000 500000 600000 700000 800000 900000 1000000
100000000 10000000000 1000000000000

This means, for example, that in some cases you can save 1 character when you need to negate the result. There are many ways you can use this, and I’ll only mention one particular case. The rest you figure out yourself, as well as how to find the actual character that can be used for any particular value (hint: loop all 0x10FFFF characters and check their .univals).

For example, when golfing you want to get rid of unnecessary whitespace, so maybe you’ll want to write something like:

say 5max3 # ERROR

It does not work, of course, and we can’t really blame the compiler for not untangling that mess. However, check this out:

saymax# OUTPUT: «5␤»

Woohoo! This will work in many other cases.


If there is a good golfing language, that’s not Perl 6. I mean, just look at this:

puts 10<30?1:2 # ruby
say 10 <30??1!!2 # perl 6

Not only TWO more characters are needed for the ternary, but also some obligatory whitespace around < operator! What’s wrong with them, right? How dare they design a language with no code golf in mind⁉

Well, there are some ways we can work around it. One of them is operator chaining. For example:

say 5>3>say(42)

If 5 is ≤ than 3, then there’s no need to do the other comparison, so it won’t run it. This way we can save at least one character. On a slightly related note, remember that junctions may also come in handy:

say yes! if 5==3|5

And of course, don’t forget about unicode operators: , , .

Typing is hard, let’s use some of the predefined strings!

You wouldn’t believe how useful this is sometimes. Want to print the names of all chess pieces? OK:

say (.uniname».words»[2]

This saves just a few characters, but there are cases when it can halve the size of your solution. But don’t stop there, think of error messages, method names, etc. What else can you salvage?

Base 16? Base 36? Nah, Base 0x10FFFF!

One of the tasks tells us to print φ to the first 1000 decimal places. Well, that’s very easy!

say 1.6180339887498948482045868343656381177203091798057628621354486227052604628189024497072072041893911374847540880753868917521266338622235369317931800607667263544333890865959395829056383226613199282902678806752087668925017116962070322210432162695486262963136144381497587012203408058879544547492461856953648644492410443207713449470495658467885098743394422125448770664780915884607499887124007652170575179788341662562494075890697040002812104276217711177780531531714101170466659914669798731761356006708748071013179523689427521948435305678300228785699782977834784587822891109762500302696156170025046433824377648610283831268330372429267526311653392473167111211588186385133162038400522216579128667529465490681131715993432359734949850904094762132229810172610705961164562990981629055520852479035240602017279974717534277759277862561943208275051312181562855122248093947123414517022373580577278616008688382952304592647878017889921990270776903895321968198615143780314997411069260886742962267575605231727775203536139362


Okay, that takes a bit more than 1000 characters… Of course, we can try to calculate it, but that is not exactly in the Christmas spirit. We want to cheat.

If we look at the docs about polymod, there’s a little hint:

my @digits-in-base37 = 9123607.polymod(37 xx *); # Base conversion

Hmmm… so that gives us digits for any arbitrary base. How high can we go? Well, it depends on what form we would like to store the number in. Given that counts codepoints, we can use base 0x10FFFF (i.e. using all available codepoints). Or, in this case we will go with base 0x10FFFE, because:


When applied to our constant, it should give something like this:


How do we reverse the operation? During one of the squashathons I found a ticket about a feature that I didn’t know about previously. Basically, the ticket says that Rakudo is doing stuff that it shouldn’t, which is of course something we will abuse next time. But for now we’re within the limits of relative sanity:

say 1.,:1114110[o򲔐𦔏򄠔񟯶󐚉񯓦򝼤񋩟󅾜󖾩񆔈򡔙򝤉񎗎񕧣񡉽󎖪󽡂􂳚񖨸򆀍􋵔󴈂𨬎򭕴򢑬񛉿򰏷𰑕󜆵򾩴ந񘚡𐂇򘮇񢻳𺐅࿹𪏸񄙍򞏡򈘏󬥝𫍡𱀉򌝓򭀢񤄓􋯱󜋝񟡥𖏕񖾷򇋹🼟򠍍񿷦𧽘嗟󬯞񿡥𸖉񿒣򄉼󣲦󉦩󸾧󎓜𦅂񰃦񲍚􍰍𧮁񦲋򶟫𰌡򡒶䨀𗋨𛰑򾎹򄨠󑓮򁇐𵪶𱫞񱛦󿥐򌯎񾖾򳴪򕩃󧨑𥵑򦬽񡇈򌰘񿸶񿜾寡򔴩񻊺񛕄񌍌󶪼􁇘񶡁󃢖򗔝񽑖򮀓󘓥󼿶󢽈򰯬끝󡯮磪󂛕򩻛񲽤򊥍􆃂뎛𘝞򊕆𝧒񰕺𭙪򺗝󲝂󊹛𺬛𛒕񿢖󵹱󮃞󟝐񱷳􋻩𿞸񫵗򣥨򚘣򶝠򯫞󌋩򑠒򅳒𔇆񘦵򌠐𢕍򡀋𪱷𢍟񗈼򙯬񨚑񙦅󘶸󜹕򷒋񤍠󻁾.ords]

Note that the string has to be in reverse. Other than that it looks very nice. 192 characters including the decoder.

This isn’t a great idea for printing constants that are otherwise computable, but given the length of the decoder and relatively dense packing rate of the data, this comes handy in other tasks.

All good things must come to an end; horrible things – more so

That’s about it for the article. For more code golf tips I’ve started this repository:

Hoping to see you around on! Whether using perl 6 or not, I’d love to see all of my submissions beaten.