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Hi Creative Coders!
I've been working my way through the problem set (and enjoying all the references), but the final puzzle has me stumped. I've managed to get 16/20 of the test cases to the right answer, and the rest remain very unsolvable for my current algorithm. I know there's some kind of leap of logic I'm missing, but can't figure out quite what it is. Can any of you help?
What I've Done So Far
My current algorithm looks a bit like this. The code is doing its best to embody spaghetti at the moment, so I'll refrain from posting the whole thing to spare you all from trying to follow my thought processes.
Step 1: Go through all the turns and fill out tables of 'definitely', 'maybe', and 'clue' based on the information provided in a single run through the turns. This means that the case mentioned in the problem where information from future turns affecting previous turns does not matter yet. 'Definitely' information is for when I know a card must belong to a certain player (or to no-one). 'Maybe' starts off with all players in all cells, and when a player is found to not be able to have a card, their number is removed from the cell. Think of Sudoku notes where someone has helpfully gone through the grid and put every single possible number in each cell. 'Clue' contains information about which cards players were hinted about.
Example from test case 1:
definitelyTable =
6×3 table
G1 G2 G3
____________ ____________ ____________
{[ 0]} {0×0 double} {0×0 double}
{0×0 double} {[ -1]} {[ 1]}
{0×0 double} {[ 6]} {[ 0]}
{[ 3]} {[ 4]} {0×0 double}
{0×0 double} {[ 0]} {0×0 double}
{[ 5]} {[ 3]} {0×0 double}
maybeTable =
6×3 table
G1 G2 G3
_________ _______ _______
{[ 0]} {[2 5]} {[1 2]}
{[ 4]} {[ 0]} {[ 0]}
{[2 4 6]} {[ 0]} {[ 0]}
{[ 0]} {[ 0]} {[1 4]}
{[ 1 4]} {[ 0]} {[ 1]}
{[ 0]} {[ 0]} {[2 4]}
clueTable =
6×3 table
G1 G2 G3
____________ ____________ ____________
{0×0 double} {[ 5 6]} {[ 2 4]}
{[ 4 6]} {[ 4 6]} {0×0 double}
{[ 2 6]} {[ 5 6]} {0×0 double}
{0×0 double} {[ 4]} {[ 4 5 6]}
{[ 4]} {0×0 double} {[ 1 4 6]}
{[ 2 5]} {0×0 double} {[ 2 4 5 6]}
(-1 indicates the card is in the envelope. 0 indicates the card is commonly known.)
Step 2: While a solution has not yet been found, loop through all the turns again. This is the part where future turn info can now be fed back into previous turns, and where my sticky test cases loop forever. I've coded up each of the implementation tips from the problem statement for this stage.
Where It All Comes Undone
The problem is, for certain test cases (e.g., case 5), I reach a point where going through all turns yields no new information. I either end up with an either-or scenario, where the potential culprit card is one of two choices, or with so little information it doesn't look like there is anywhere left to turn.
I solved some of the either-or cases by adding a snippet that assumes one of the values and then tries to solve the problem based on that new information. If it can't solve it, then it tries the other option and goes round again. Unfortunately, however, this results in an infinite flip-flop for some cases as neither guess resolves the puzzle.
Essentially guessing the solution and following through to a logical inconsistency for however many combinations of players and cards sounds a) inefficient and b) not the way this was intended to be solved. Does anyone have any hints that might get me on track to solve this mystery?

% Recreation of Saturn photo
figure('Color', 'k', 'Position', [100, 100, 800, 800]);
ax = axes('Color', 'k', 'XColor', 'none', 'YColor', 'none', 'ZColor', 'none');
hold on;
% Create the planet sphere
[x, y, z] = sphere(150);
% Saturn colors - pale yellow/cream gradient
saturn_radius = 1;
% Create color data based on latitude for gradient effect
lat = asin(z);
color_data = rescale(lat, 0.3, 0.9);
% Plot Saturn with smooth shading
planet = surf(x*saturn_radius, y*saturn_radius, z*saturn_radius, ...
color_data, ...
'EdgeColor', 'none', ...
'FaceColor', 'interp', ...
'FaceLighting', 'gouraud', ...
'AmbientStrength', 0.3, ...
'DiffuseStrength', 0.6, ...
'SpecularStrength', 0.1);
% Use a cream/pale yellow colormap for Saturn
cream_map = [linspace(0.4, 0.95, 256)', ...
linspace(0.35, 0.9, 256)', ...
linspace(0.2, 0.7, 256)'];
colormap(cream_map);
% Create the ring system
n_points = 300;
theta = linspace(0, 2*pi, n_points);
% Define ring structure (inner radius, outer radius, brightness)
rings = [
1.2, 1.4, 0.7; % Inner ring
1.45, 1.65, 0.8; % A ring
1.7, 1.85, 0.5; % Cassini division (darker)
1.9, 2.3, 0.9; % B ring (brightest)
2.35, 2.5, 0.6; % C ring
2.55, 2.8, 0.4; % Outer rings (fainter)
];
% Create rings as patches
for i = 1:size(rings, 1)
r_inner = rings(i, 1);
r_outer = rings(i, 2);
brightness = rings(i, 3);
% Create ring coordinates
x_inner = r_inner * cos(theta);
y_inner = r_inner * sin(theta);
x_outer = r_outer * cos(theta);
y_outer = r_outer * sin(theta);
% Front side of rings
ring_x = [x_inner, fliplr(x_outer)];
ring_y = [y_inner, fliplr(y_outer)];
ring_z = zeros(size(ring_x));
% Color based on brightness
ring_color = brightness * [0.9, 0.85, 0.7];
fill3(ring_x, ring_y, ring_z, ring_color, ...
'EdgeColor', 'none', ...
'FaceAlpha', 0.7, ...
'FaceLighting', 'gouraud', ...
'AmbientStrength', 0.5);
end
% Add some texture/gaps in the rings using scatter
n_particles = 3000;
r_particles = 1.2 + rand(1, n_particles) * 1.6;
theta_particles = rand(1, n_particles) * 2 * pi;
x_particles = r_particles .* cos(theta_particles);
y_particles = r_particles .* sin(theta_particles);
z_particles = (rand(1, n_particles) - 0.5) * 0.02;
% Vary particle brightness
particle_colors = repmat([0.8, 0.75, 0.6], n_particles, 1) .* ...
(0.5 + 0.5*rand(n_particles, 1));
scatter3(x_particles, y_particles, z_particles, 1, particle_colors, ...
'filled', 'MarkerFaceAlpha', 0.3);
% Add dramatic outer halo effect - multiple layers extending far out
n_glow = 20;
for i = 1:n_glow
glow_radius = 1 + i*0.35; % Extend much farther
alpha_val = 0.08 / sqrt(i); % More visible, slower falloff
% Color gradient from cream to blue/purple at outer edges
if i <= 8
glow_color = [0.9, 0.85, 0.7]; % Warm cream/yellow
else
% Gradually shift to cooler colors
mix = (i - 8) / (n_glow - 8);
glow_color = (1-mix)*[0.9, 0.85, 0.7] + mix*[0.6, 0.65, 0.85];
end
surf(x*glow_radius, y*glow_radius, z*glow_radius, ...
ones(size(x)), ...
'EdgeColor', 'none', ...
'FaceColor', glow_color, ...
'FaceAlpha', alpha_val, ...
'FaceLighting', 'none');
end
% Add extensive glow to rings - make it much more dramatic
n_ring_glow = 12;
for i = 1:n_ring_glow
glow_scale = 1 + i*0.15; % Extend farther
alpha_ring = 0.12 / sqrt(i); % More visible
for j = 1:size(rings, 1)
r_inner = rings(j, 1) * glow_scale;
r_outer = rings(j, 2) * glow_scale;
brightness = rings(j, 3) * 0.5 / sqrt(i);
x_inner = r_inner * cos(theta);
y_inner = r_inner * sin(theta);
x_outer = r_outer * cos(theta);
y_outer = r_outer * sin(theta);
ring_x = [x_inner, fliplr(x_outer)];
ring_y = [y_inner, fliplr(y_outer)];
ring_z = zeros(size(ring_x));
% Color gradient for ring glow
if i <= 6
ring_color = brightness * [0.9, 0.85, 0.7];
else
mix = (i - 6) / (n_ring_glow - 6);
ring_color = brightness * ((1-mix)*[0.9, 0.85, 0.7] + mix*[0.65, 0.7, 0.9]);
end
fill3(ring_x, ring_y, ring_z, ring_color, ...
'EdgeColor', 'none', ...
'FaceAlpha', alpha_ring, ...
'FaceLighting', 'none');
end
end
% Add diffuse glow particles for atmospheric effect
n_glow_particles = 8000;
glow_radius_particles = 1.5 + rand(1, n_glow_particles) * 5;
theta_glow = rand(1, n_glow_particles) * 2 * pi;
phi_glow = acos(2*rand(1, n_glow_particles) - 1);
x_glow = glow_radius_particles .* sin(phi_glow) .* cos(theta_glow);
y_glow = glow_radius_particles .* sin(phi_glow) .* sin(theta_glow);
z_glow = glow_radius_particles .* cos(phi_glow);
% Color particles based on distance - cooler colors farther out
particle_glow_colors = zeros(n_glow_particles, 3);
for i = 1:n_glow_particles
dist = glow_radius_particles(i);
if dist < 3
particle_glow_colors(i,:) = [0.9, 0.85, 0.7];
else
mix = (dist - 3) / 4;
particle_glow_colors(i,:) = (1-mix)*[0.9, 0.85, 0.7] + mix*[0.5, 0.6, 0.9];
end
end
scatter3(x_glow, y_glow, z_glow, rand(1, n_glow_particles)*2+0.5, ...
particle_glow_colors, 'filled', 'MarkerFaceAlpha', 0.05);
% Lighting setup
light('Position', [-3, -2, 4], 'Style', 'infinite', ...
'Color', [1, 1, 0.95]);
light('Position', [2, 3, 2], 'Style', 'infinite', ...
'Color', [0.3, 0.3, 0.4]);
% Camera and view settings
axis equal off;
view([-35, 25]); % Angle to match saturn_photo.jpg - more dramatic tilt
camva(10); % Field of view - slightly wider to show full halo
xlim([-8, 8]); % Expanded to show outer halo
ylim([-8, 8]);
zlim([-8, 8]);
% Material properties
material dull;
title('Saturn - Left click: Rotate | Right click: Pan | Scroll: Zoom', 'Color', 'w', 'FontSize', 12);
% Enable interactive camera controls
cameratoolbar('Show');
cameratoolbar('SetMode', 'orbit'); % Start in rotation mode
% Custom mouse controls
set(gcf, 'WindowButtonDownFcn', @mouseDown);
function mouseDown(src, ~)
selType = get(src, 'SelectionType');
switch selType
case 'normal' % Left click - rotate
cameratoolbar('SetMode', 'orbit');
rotate3d on;
case 'alt' % Right click - pan
cameratoolbar('SetMode', 'pan');
pan on;
end
end
In just one week, we have hit an amazing milestone: 500+ players registered and 5000+ solutions submitted! We’ve also seen fantastic Tips & Tricks articles rolling in, making this contest a true community learning experience.
And here’s the best part: you don’t need to be a top-ranked player to win. To encourage more casual and first-time players to jump in, we’re introducing new weekly prizes starting Week 2!
New Casual Player Prizes:
- 5 extra MathWorks T-shirts or socks will be awarded every week.
- All you need to qualify is to register and solve one problem in the Contest Problem Group.
Jump in, try a few problems, and don’t be shy to ask questions in your team’s channel. You might walk away with a prize!
Week 1 Winners:
Weekly Prizes for Contest Problem Group Finishers:
@Mazhar, @Julien, @Mohammad Aryayi, @Pawel, @Mehdi Dehghan, @Christian Schröder, @Yolanda, @Dev Gupta, @Tomoaki Takagi, @Stefan Abendroth
Weekly Prizes for Tips & Tricks Articles:
We had a lot of people share useful tips (including some personal favorite MATLAB tricks). But Vasilis Bellos went *deep* into the Bridges of Nedsburg problem. Fittingly for a Creative Coder, his post was innovative and entertaining, while also cleverly sneaking in some hints on a neat solution method that wasn't advertised in the problem description.
Congratulations to all Week 1 winners! Prizes will be awarded after the contest ends. Let’s keep the momentum going!
Fittingly for a Creative Coder, @Vasilis Bellos clearly enjoyed the silliness I put into the problems. If you've solved the whole problem set, don't forget to help out your teammates with suggestions, tips, tricks, etc. But also, just for fun, I'm curious to see which of my many in-jokes and nerdy references you noticed. Many of the problems were inspired by things in the real world, then ported over into the chaotic fantasy world of Nedland.
I guess I'll start with the obvious real-world reference: @Ned Gulley (I make no comment about his role as insane despot in any universe, real or otherwise.)
Experimenting with Agentic AI
44%
I am an AI skeptic
0%
AI is banned at work
11%
I am happy with Conversational AI
44%
9 votes
The Cody Contest 2025 is underway, and it includes a super creative problem group which many of us have found fascinating. The central theme of the problems, expertly curated by @Matt Tearle, humorously revolves around the whims of the capricious dictator Lord Ned, as he goes out of his way to complicate the lives of his subjects and visitors alike. We cannot judge whether or not there's any truth to the rumors behind all the inside jokes, but it's obvious that the team had a lot of fun creating these; and we had even more fun solving them.
Today I want to showcase a way of graphically solving and visualizing one of those problems which I found very elegant, The Bridges of Nedsburg.
To briefly reiterate the problem, the number of islands and the arrangement of bridges of the city of Nedsburg are constantly changing. Lord Ned has decided to take advantage of this by charging visitors with an increasingly expensive n-bridge pass which allows them to cross up to n bridges in one journey. Given the Connectivity Matrix C, we are tasked with calculating the minimum n needed so that there is a path from every island to every other island in n steps or fewer.
Matt kindly provided us with some useful bit of math in the description detailing how to calculate the way to get from one island to another in an number of m steps. However, he has also hidden an alternative path to the solution in plain sight, in one of the graphs he provided. This involves the extremely useful and versatile class digraph, representing directed graphs, which have directional edges connecting the nodes. Here's some further great documentation and other cool resources on the topic for those who are interested in learning more about it:
Let's start using this class to explore a graphical solution to Lord Ned's conundrum. We will use the unit tests included in the problem to visualize the solution. We can retrieve the connectivity matrix for each case using the following function:
function C = getConnectivityMatrix(unit_test)
% Number of islands and bridge arrangement
switch unit_test
case 1
m = 3; idx = [3;4;8];
case 2
m = 3; idx = [3;4;7;8];
case 3
m = 4; idx = [2;7;8;10;13];
case 4
m = 4; idx = [4;5;7;8;9;14];
case 5
m = 5; idx = [5;8;11;12;14;18;22;23];
case 6
m = 5; idx = [2;5;8;14;20;21;24];
case 7
m = 6; idx = [3;4;7;11;18;23;24;26;30;32];
case 8
m = 6; idx = [3;11;12;13;18;19;28;32];
case 9
m = 7; idx = [3;4;6;8;13;14;20;21;23;31;36;47];
case 10
m = 7; idx = [4;11;13;14;19;22;23;26;28;30;34;35;37;38;45];
case 11
m = 8; idx = [2;4;5;6;8;12;13;17;27;39;44;48;54;58;60;62];
case 12
m = 8; idx = [3;9;12;20;24;29;30;31;33;44;48;50;53;54;58];
case 13
m = 9; idx = [8;9;10;14;15;22;25;26;29;33;36;42;44;47;48;50;53;54;55;67;80];
case 14
m = 9; idx = [8;10;22;32;37;40;43;45;47;53;56;57;62;64;69;70;73;77;79];
case 15
m = 10; idx = [2;5;8;13;16;20;24;27;28;36;43;49;53;62;71;75;77;83;86;87;95];
case 16
m = 10; idx = [4;9;14;21;22;35;37;38;44;47;50;51;53;55;59;61;63;66;69;76;77;84;85;86;90;97];
end
C = zeros(m);
C(idx) = 1;
end
The case in the example refers to unit test case 2.
unit_test = 2;
C = getConnectivityMatrix(unit_test);
disp(C)
D = digraph(C);
figure
p = plot(D,'LineWidth',1.5,'ArrowSize',10);
This is the same as the graph provided in the example. Another very useful method of digraph is shortestpath. This allows us to calculate the path and distance from one single node to another. For example:
% Path and distance from node 1 to node 2
[path12,dist12] = shortestpath(D,1,2);
fprintf('The shortest path from island %d to island %d is: %s. The minimum number of steps is: n = %d\n', 1, 2, join(string(path12), ' -> '),dist12)
% Path and distance from node 2 to node 1
[path21,dist21] = shortestpath(D,2,1);
fprintf('The shortest path from island %d to island %d is: %s. The minimum number of steps is: n = %d\n', 2, 1, join(string(path21), ' -> '),dist21)
figure
p = plot(D,'LineWidth',1.5,'ArrowSize',10);
highlight(p,path12,'EdgeColor','r','NodeColor','r','LineWidth',2)
highlight(p,path21,'EdgeColor',[0 0.8 0],'LineWidth',2)
But that's not all! digraph can also provide us with a matrix of the distances d, i.e. the steps needed to travel from island i to island j, where i and j are the rows and columns of d respectively. This is accomplished by using its distances method. The distance matrix can be visualized as:
d = distances(D);
figure
% Using pcolor w/ appending matrix workaround for convenience
pcolor([d,d(:,end);d(end,:),d(end,end)])
% Alternatively you can use imagesc(d), but you'll have to recreate the grid manually
axis square
set(gca,'YDir','reverse','XTick',[],'YTick',[])
[X,Y] = meshgrid(1:height(d));
text(X(:)+0.5,Y(:)+0.5,string(d(:)),'FontSize',11)
colormap(interp1(linspace(0,1,4), [1 1 1; 0.7 0.9 1; 0.6 0.7 1; 1 0.3 0.3], linspace(0,1,8)))
clim([-0.5 7+0.5])
This confirms what we saw before, i.e. you need 1 step to go from island 1 to island 2, but 2 steps for vice versa. It also confirms that the minimum number of steps n that you need to buy the pass for is 2 (which also occurs for traveling from island 3 to island 2). As it's not the point of the post to give the full solution to the problem but rather present the graphical way of visualizing it I will not include the code of how to calculate this, but I'm sure that by now it's reduced to a trivial problem which you have already figured out how to solve.
That being said, now that we have the distance matrix, let's continue with the visualizations. First, let's plot the corresponding paths for each of these combinations:
figure
tiledlayout(size(C,1),size(C,2),'TileSpacing','tight','Padding','tight');
for i = 1:size(C,1)
for j = 1:size(C,2)
nexttile
p = plot(D,'ArrowSize',10);
highlight(p,shortestpath(D,i,j),'EdgeColor','r','NodeColor','r','LineWidth',2)
lims = axis;
text(lims(1)+diff(lims(1:2))*0.05,lims(3)+diff(lims(3:4))*0.9,sprintf('n = %d',d(i,j)))
end
end
This allows us to go from the distance matrix to visualizing the paths and number of steps for each corresponding case. Things are rather simple for this 3-island example case, but evil Lord Ned is just getting started. Let's now try to solve the problem for all provided unit test cases:
% Cell array of connectivity matrices
C = arrayfun(@getConnectivityMatrix,1:16,'UniformOutput',false);
% Cell array of corresponding digraph objects
D = cellfun(@digraph,C,'UniformOutput',false);
% Cell array of corresponding distance matrices
d = cellfun(@distances,D,'UniformOutput',false);
% id of solutions: Provided as is to avoid handing out the code to the full solution
id = [2, 2, 9, 3, 4, 6, 16, 4, 44, 43, 33, 34, 7, 18, 39, 2];
First, let's plot the distance matrix for each case:
figure
tiledlayout('flow','TileSpacing','compact','Padding','compact');
% Vary this to plot different combinations of cases
plot_cases = 1:numel(C);
for i = plot_cases
nexttile
pcolor([d{i},d{i}(:,end);d{i}(end,:),d{i}(end,end)])
axis square
set(gca,'YDir','reverse','XTick',[],'YTick',[])
title(sprintf('Case %d',i),'FontWeight','normal','FontSize',8)
end
c = colorbar('Ticks',0:7,'TickLength',0,'Limits',[-0.5 7+0.5],'FontSize',8);
c.Layout.Tile = 'East';
c.Label.String = 'Number of Steps';
c.Label.FontSize = 8;
colormap(interp1(linspace(0,1,4), [1 1 1; 0.7 0.9 1; 0.6 0.7 1; 1 0.3 0.3], linspace(0,1,8)))
clim(findobj(gcf,'type','axes'),[-0.5 7+0.5])
We immediately notice some inconsistencies, perhaps to be expected of the eccentric and cunning dictator. Things are pretty simple for the configurations with a small number of islands, but the minimum number of steps n can increase sharply and disproportionally to the additional number of islands. Cases 8 and 9 specifically have a particularly large n (relative to their grid dimensions), and case 14 has the largest n, almost double that of case 16 despite the fact that the latter has one extra island.
To visualize how this is possible, let's plot the path corresponding to the largest n for each case (though note that there might be multiple possible paths for each case):
figure
tiledlayout('flow','TileSpacing','tight','Padding','tight');
for i = plot_cases
nexttile
% Changing the layout to circular so we can better visualize the paths
p = plot(D{i},'ArrowSize',10,'Layout','Circle');
% Alternatively we could use the XData and YData properties if the positions of the islands were provided
axis([-1.5 1.5 -1.5 1.75])
[row,col] = ind2sub(size(d{i}),id(i));
highlight(p,shortestpath(D{i},row,col),'EdgeColor','r','NodeColor','r','LineWidth',2)
lims = axis;
text(lims(1)+diff(lims(1:2))*0.05,lims(3)+diff(lims(3:4))*0.9,sprintf('n = %d',d{i}(row,col)))
end
And busted! Unraveled! Exposed! Lord Ned has clearly been taking advantages of the tectonic forces by instructing his corrupt civil engineer lackeys to design the bridges to purposely force the visitors to go around in circles in order to drain them of their precious savings. In particular, for cases 8 and 9, he would have them go through every single island just to get from one island to another, whereas for case 14 they would have to visit 8 of the 9 islands just to get to their destination. If that's not diabolical then I don't know what is!
Ned jokes aside, I hope you enjoyed this contest just as much as I did, and that you found this article useful. I look forward to seeing more creative problems and solutions in the future.

It’s exciting to dive into a new dataset full of unfamiliar variables but it can also be overwhelming if you’re not sure where to start. Recently, I discovered some new interactive features in MATLAB live scripts that make it much easier to get an overview of your data. With just a few clicks, you can display sparklines and summary statistics using table variables, sort and filter variables, and even have MATLAB generate the corresponding code for reproducibility.
The Graphics and App Building blog published an article that walks through these features showing how to explore, clean, and analyze data—all without writing any code.
If you’re interested in streamlining your exploratory data analysis or want to see what’s new in live scripts, you might find it helpful:
If you’ve tried these features or have your own tips for quick data exploration in MATLAB, I’d love to hear your thoughts!
Pure Matlab
82%
Simulink
18%
11 votes
I am Prof Ansar Interested in coding challenge taker inmatlab
What a fantastic start to Cody Contest 2025! In just 2 days, over 300 players joined the fun, and we already have our first contest group finishers. A big shoutout to the first finisher from each team:
- Team Creative Coders: @Mehdi Dehghan
- Team Cool Coders: @Pawel
- Team Relentless Coders: @David Hill
- 🏆 First finisher overall: Mehdi Dehghan
Other group finishers: @Bin Jiang (Relentless), @Mazhar (Creative), @Vasilis Bellos (Creative), @Stefan Abendroth (Creative), @Armando Longobardi (Cool), @Cephas (Cool)
Kudos to all group finishers! 🎉
Reminder to finishers: The goal of Cody Contest is learning together. Share hints (not full solutions) to help your teammates complete the problem group. The winning team will be the one with the most group finishers — teamwork matters!
To all players: Don’t be shy about asking for help! When you do, show your work — include your code, error messages, and any details needed for others to reproduce your results.
Keep solving, keep sharing, and most importantly — have fun!
The main round of Cody Contest 2025 kicks off today! Whether you’re a beginner or a seasoned solver, now’s your time to shine.
Here’s how to join the fun:
- Pick your team — choose one that matches your coding personality.
- Solve Cody problems — gain points and climb the leaderboard.
- Finish the Contest Problem Group — help your team win and unlock chances for weekly prizes by finishing the Cody Contest 2025 problem group.
- Share Tips & Tricks — post your insights to win a coveted MathWorks Yeti Bottle.
- Bonus Round — 2 players from each team will be invited to a fun live code-along event!
- Watch Party – join the big watch event to see how top players tackle Cody problems
Contest Timeline:
- Main Round: Nov 10 – Dec 7, 2025
- Bonus Round: Dec 8 – Dec 19, 2025
Big prizes await — MathWorks swag, Amazon gift cards, and shiny virtual badges!
We look forward to seeing you in the contest — learn, compete, and have fun!
Jorge Bernal-AlvizJorge Bernal-Alviz shared the following code that requires R2025a or later:
Test()
function Test()
duration = 10;
numFrames = 800;
frameInterval = duration / numFrames;
w = 400;
t = 0;
i_vals = 1:10000;
x_vals = i_vals;
y_vals = i_vals / 235;
r = linspace(0, 1, 300)';
g = linspace(0, 0.1, 300)';
b = linspace(1, 0, 300)';
r = r * 0.8 + 0.1;
g = g * 0.6 + 0.1;
b = b * 0.9 + 0.1;
customColormap = [r, g, b];
figure('Position', [100, 100, w, w], 'Color', [0, 0, 0]);
axis equal;
axis off;
xlim([0, w]);
ylim([0, w]);
hold on;
colormap default;
colormap(customColormap);
plothandle = scatter([], [], 1, 'filled', 'MarkerFaceAlpha', 0.12);
for i = 1:numFrames
t = t + pi/240;
k = (4 + 3 * sin(y_vals * 2 - t)) .* cos(x_vals / 29);
e = y_vals / 8 - 13;
d = sqrt(k.^2 + e.^2);
c = d - t;
q = 3 * sin(2 * k) + 0.3 ./ (k + 1e-10) + ...
sin(y_vals / 25) .* k .* (9 + 4 * sin(9 * e - 3 * d + 2 * t));
points_x = q + 30 * cos(c) + 200;
points_y = q .* sin(c) + 39 * d - 220;
points_y = w - points_y;
CData = (1 + sin(0.1 * (d - t))) / 3;
CData = max(0, min(1, CData));
set(plothandle, 'XData', points_x, 'YData', points_y, 'CData', CData);
brightness = 0.5 + 0.3 * sin(t * 0.2);
set(plothandle, 'MarkerFaceAlpha', brightness);
drawnow;
pause(frameInterval);
end
end
Run MATLAB using AI applications by leveraging MCP. This MCP server for MATLAB supports a wide range of coding agents like Claude Code and Visual Studio Code.
Check it out and share your experiences below. Have fun!
GitHub repo: https://github.com/matlab/matlab-mcp-core-server
Yann Debray's blog post: https://blogs.mathworks.com/deep-learning/2025/11/03/releasing-the-matlab-mcp-core-server-on-github/
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I just learned you can access MATLAB Online from the following shortcut in your web browser: https://matlab.new
Thanks @Yann Debray
From his recent blog post: pip & uv in MATLAB Online » Artificial Intelligence - MATLAB & Simulink
Inspired by @xingxingcui's post about old MATLAB versions and @유장's post about an old Easter egg, I thought it might be fun to share some MATLAB-Old-Timer Stories™.
Back in the early 90s, MATLAB had been ported to MacOS, but there were some interesting wrinkles. One that kept me earning my money as a computer lab tutor was that MATLAB required file names to follow Windows standards - no spaces or other special characters. But on a Mac, nothing stopped you from naming your script "hello world - 123.m". The problem came when you tried to run it. MATLAB was essentially doing an eval on the script name, assuming the file name would follow Windows (and MATLAB) naming rules.
So now imagine a lab full of students taking a university course. As is common in many universities, the course was given a numeric code. For whatever historical reason, my school at that time was also using numeric codes for the departments. Despite being told the rules for naming scripts, many students would default to something like "26.165 - 1.1" for problem one on HW1 for the intro applied math course 26.165.
No matter what they did in their script, when they ran it, MATLAB would just say "ans = 25.0650".
Nothing brings you more MATLAB-god credibility as a student tutor than walking over to someone's computer, taking one look at their output, saying "rename your file", and walking away like a boss.
It was 2010 when I was a sophomore in university. I chose to learn MATLAB because of a mathematical modeling competition, and the university provided MATLAB 7.0, a very classic release. To get started, I borrowed many MATLAB books from the library and began by learning simple numerical calculations, plotting, and solving equations. Gradually I was drawn in by MATLAB’s powerful capabilities and became interested; I often used it as a big calculator for fun. That version didn’t have MATLAB Live Script; instead it used MATLAB Notebook (M-Book), which allowed MATLAB functions to be used directly within Microsoft Word, and it also had the Symbolic Math Toolbox’s MuPAD interactive environment. These were later gradually replaced by Live Scripts introduced in R2016a. There are many similar examples...
Out of curiosity, I still have screenshots on my computer showing MATLAB 7.0 running compatibly. I’d love to hear your thoughts?



What if you had no isprime utility to rely on in MATLAB? How would you identify a number as prime? An easy answer might be something tricky, like that in simpleIsPrime0.
simpleIsPrime0 = @(N) ismember(N,primes(N));
But I’ll also disallow the use of primes here, as it does not really test to see if a number is prime. As well, it would seem horribly inefficient, generating a possibly huge list of primes, merely to learn something about the last member of the list.
Looking for a more serious test for primality, I’ve already shown how to lighten the load by a bit using roughness, to sometimes identify numbers as composite and therefore not prime.
https://www.mathworks.com/matlabcentral/discussions/tips/879745-primes-and-rough-numbers-basic-ideas
But to actually learn if some number is prime, we must do a little more. Yes, this is a common homework problem assigned to students, something we have seen many times on Answers. It can be approached in many ways too, so it is worth looking at the problem in some depth.
The definition of a prime number is a natural number greater than 1, which has only two factors, thus 1 and itself. That makes a simple test for primality of the number N easy. We just try dividing the number by every integer greater than 1, and not exceeding N-1. If any of those trial divides leaves a zero remainder, then N cannot be prime. And of course we can use mod or rem instead of an explicit divide, so we need not worry about floating point trash, as long as the numbers being tested are not too large.
simpleIsPrime1 = @(N) all(mod(N,2:N-1) ~= 0);
Of course, simpleIsPrime1 is not a good code, in the sense that it fails to check if N is an integer, or if N is less than or equal to 1. It is not vectorized, and it has no documentation at all. But it does the job well enough for one simple line of code. There is some virtue in simplicity after all, and it is certainly easy to read. But sometimes, I wish a function handle could include some help comments too! A feature request might be in the offing.
simpleIsPrime1(9931)
simpleIsPrime1(9932)
simpleIsPrime1 works quite nicely, and seems pretty fast. What could be wrong? At some point, the student is given a more difficult problem, to identify if a significantly larger integer is prime. simpleIsPrime1 will then cause a computer to grind to a distressing halt if given a sufficiently large number to test. Or it might even error out, when too large a vector of numbers was generated to test against. For example, I don't think you want to test a number of the order of 2^64 using simpleIsPrime1, as performing on the order of 2^64 divides will be highly time consuming.
uint64(2)^63-25
Is it prime? I’ve not tested it to learn if it is, and simpleIsPrime1 is not the tool to perform that test anyway.
A student might realize the largest possible integer factors of some number N are the numbers N/2 and N itself. But, if N/2 is a factor, then so is 2, and some thought would suggest it is sufficient to test only for factors that do not exceed sqrt(N). This is because if a is a divisor of N, then so is b=N/a. If one of them is larger than sqrt(N), then the other must be smaller. That could lead us to an improved scheme in simpleIsPrime2.
simpleIsPrime2 = @(N) all(mod(N,2:sqrt(N)));
For an integer of the size 2^64, now you only need to perform roughly 2^32 trial divides. Maybe we might consider the subtle improvement found in simpleIsPrime3, which avoids trial divides by the even integers greater than 2.
simpleIsPrime3 = @(N) (N == 2) || (mod(N,2) && all(mod(N,3:2:sqrt(N))));
simpleIsPrime3 needs only an approximate maximum of 2^31 trial divides even for numbers as large as uint64 can represent. While that is large, it is still generally doable on the computers we have today, even if it might be slow.
Sadly, my goals are higher than even the rather lofty limit given by UINT64 numbers. The problem of course is that a trial divide scheme, despite being 100% accurate in its assessment of primality, is a time hog. Even an O(sqrt(N)) scheme is far too slow for numbers with thousands or millions of digits. And even for a number as “small” as 1e100, a direct set of trial divides by all primes less than sqrt(1e100) would still be practically impossible, as there are roughly n/log(n) primes that do not exceed n. For an integer on the order of 1e50,
1e50/log(1e50)
It is practically impossible to perform that many divides on any computer we can make today. Can we do better? Is there some more efficient test for primality? For example, we could write a simple sieve of Eratosthenes to check each prime found not exceeding sqrt(N).
function [TF,SmallPrime] = simpleIsPrime4(N)
% simpleIsPrime3 - Sieve of Eratosthenes to identify if N is prime
% [TF,SmallPrime] = simpleIsPrime3(N)
%
% Returns true if N is prime, as well as the smallest prime factor
% of N when N is composite. If N is prime, then SmallPrime will be N.
Nroot = ceil(sqrt(N)); % ceil caters for floating point issues with the sqrt
TF = true;
SieveList = true(1,Nroot+1); SieveList(1) = false;
SmallPrime = 2;
while TF
% Find the "next" true element in SieveList
while (SmallPrime <= Nroot+1) && ~SieveList(SmallPrime)
SmallPrime = SmallPrime + 1;
end
% When we drop out of this loop, we have found the next
% small prime to check to see if it divides N, OR, we
% have gone past sqrt(N)
if SmallPrime > Nroot
% this is the case where we have now looked at all
% primes not exceeding sqrt(N), and have found none
% that divide N. This is where we will drop out to
% identify N as prime. TF is already true, so we need
% not set TF.
SmallPrime = N;
return
else
if mod(N,SmallPrime) == 0
% smallPrime does divide N, so we are done
TF = false;
return
end
% update SieveList
SieveList(SmallPrime:SmallPrime:Nroot) = false;
end
end
end
simpleIsPrime4 does indeed work reasonably well, though it is sometimes a little slower than is simpleIsPrime3, and everything is hugely faster than simpleIsPrime1.
timeit(@() simpleIsPrime1(111111111))
timeit(@() simpleIsPrime2(111111111))
timeit(@() simpleIsPrime3(111111111))
timeit(@() simpleIsPrime4(111111111))
All of those times will slow to a crawl for much larger numbers of course. And while I might find a way to subtly improve upon these codes, any improvement will be marginal in the end if I try to use any such direct approach to primality. We must look in a different direction completely to find serious gains.
At this point, I want to distinguish between two distinct classes of tests for primality of some large number. One class of test is what I might call an absolute or infallible test, one that is perfectly reliable. These are tests where if X is identified as prime/composite then we can trust the result absolutely. The tests I showed in the form of simpleIsPrime1, simpleIsPrime2, simpleIsPrime3 and aimpleIsprime4, were all 100% accurate, thus they fall into the class of infallible tests.
The second general class of test for primality is what I will call an evidentiary test. Such a test provides evidence, possibly quite strong evidence, that the given number is prime, but in some cases, it might be mistaken. I've already offered a basic example of a weak evidentiary test for primality in the form of roughness. All primes are maximally rough. And therefore, if you can identify X as being rough to some extent, this provides evidence that X is also prime, and the depth of the roughness test influences the strength of the evidence for primality. While this is generally a fairly weak test, it is a test nevertheless, and a good exclusionary test, a good way to avoid more sophisticated but time consuming tests.
These evidentiary tests all have the property that if they do identify X as being composite, then they are always correct. In the context of roughness, if X is not sufficiently rough, then X is also not prime. On the other side of the coin, if you can show X is at least (sqrt(X)+1)-rough, then it is positively prime. (I say this to suggest that some evidentiary tests for primality can be turned into truth telling tests, but that may take more effort than you can afford.) The problem is of course that is literally impossible to verify that degree of roughness for numbers with many thousands of digits.
In my next post, I'll look at the Fermat test for primality, based on Fermat's little theorem.







