Boolean 3 variables with if statement - java

The problem in question
I have a problem, where I have to input a logical operator in the blanks while it still makes sense.
My first idea was to put &&, ! and &&, but that doesn't seem right

Remember the General form of the Equation of a Circle:
x2 + y2 + 2gx + 2fy + c = 0
or
(x-a)^2+(x-b)^2 = r^2
"a" and "b" represents the center, and "r" is the radius.
In "one", we cover values within a circle with a radius of length 1 and with a center at the point (2, 2).
In "two" and "three" the center is at the point (0, 0).
"three" has a radius of 2:
x*x + y*y <= (2)^2
Then, "one" represents the circle on the upper right.
"two" is the little white circle at the center. "three" is the bigger gray circle.
So, I think that makes more sense:
if (one && !two && three)
"gray"
else
"white"

Related

How to know if point is on the right side or on the left side of line [duplicate]

This question already has answers here:
How to tell whether a point is to the right or left side of a line
(16 answers)
Closed 1 year ago.
I talking about 3D
I have 2 points on a plane(A and B) and I made a Vector AB (B-A) from them. I have made a line with point A and Vector AB. On the same plane I have another point. I want to know if the point is on the right side or on the left side of the line I have made.
Thanks for help..
You have got your two points A, B, and a third point C.
You may already know that you can find the cosinus of an angle, using the dot product:
cos(AB, AC) = AB . AC / (||AB|| ||AC||)
Where . denotes the dot product and || || the Euclidean norm.
However, what you want is not the cosinus of the angle, but the sinus of the angle. The sinus sin(AB, AC) will be positive if C is on the left of AB, and negative if C is on the right of AB.
Let's call D the point obtained by taking the image of B by the rotation of centre A and angle +Pi/2 (rotation by a quarter-turn counterclockwise).
Then it turns out that:
sin(AB, AC) = cos(AD, AC)
Furthermore, the coordinates of vector AD are easy to compute: if vector AB has coordinates (x,y), then vector AD has coordinates (-y, x).
Putting all this together, we get the following formula:
sin(AB,AC) = ((yA - yB)*(xC-xA) + (xB-xA)*(yC-yA)) / sqrt(((xB-xA)**2+(yB-yA)**2)*((xC-xA)**2 + (yC-yA)**2))
This is a number between -1 and +1. If all you care about is a "left" or "right" answer, then you only want the sign of sin(AB,AC); and the denominator of this expression is always positive. Hence you only need to compute the numerator:
n = ((yA - yB)*(xC-xA) + (xB-xA)*(yC-yA))
if n > 0:
print("C is on the LEFT of AB")
else if n < 0:
print("C is on the RIGHT of AB")
else if n == 0:
print("C is on AB")

Finding minimum value within adjacent locations of array

I'm new to coding and have not been coding for more than two months.
For my assignment, I'm making an escape the maze algorithm.
The user defines a 2D array and a start point, then the program must take the least damaging route to find its way out. The "AI" can only move north, east, south, or west. It can escape from any edge of the array.
Enter the starting x coordinate: 2
Enter the starting y coordinate: 4
0 1 4 2 6 0 1
1 7 4 2 2 6 0
0 0 0 8 * 4 1
1 1 2 7 3 4 2
5 1 6 4 2 2 1
In this example, the user has selected [2,4] as the start location of the array (remember, indexing begins at 0).
The AI can escape from any edge of the array. It is going to want to pick the smallest integer for each movement. For this example, the AI will move up to 2, then left, then up. Thus it took a sum amount of "6 damage" to exit the array.
My issue is comparing whether North is smaller than East, and if North is smaller than East, is it smaller than West? Or South? If East is smaller than North, is it smaller than West? Or South? & so on and so forth.
I'm not sure whether I'm going about this in the correct manner.
My attempt can be found at lines 44 - 78 in the hastebin link below.
I have no idea what I'm doing.
I created an int minimumValue; but I'm not sure how to utilize it, or where. If boardArray[north][currentY] < boardArray[east][currentY] then boardArray[north][currentY] is my new minimum value correct? Then I would need to write code comparing that to west and south as well. I feel like there has to be a simpler method to go about it.
I've tried googling solutions, Reddit, The Coding Den discord server, but I simply can't get this down.
Any and all help will be appreciated!
https://hastebin.com/acopoborut.java
Holy nested else's Batman!
I would replace lines 55-78 with something like this:
//find the least danger:
int leastDanger = northDanger;
if(southDanger < leastDanger) leastDanger = southDanger;
if(eastDanger < leastDanger) leastDanger = eastDanger;
if(westDanger < leastDanger) leastDanger = westDanger;
// Go the first direction equal to least danger
if (northDanger == leastDanger) { moveNorth
}else if(southDanger == leastDanger) { moveSouth
}else if(eastDanger == leastDanger) { moveEast
}else if(westDanger == leastDanger) { moveWest
}
The moveDirections would be your code like
visitedPath = visitedPath + "[" + currentX + "," + currentY + "]";
And the danger values are your code like
boardArray[north][currentY]
It could also be done with a switch statement, if you know those.
I assume by saying north you refer to -y direction and east you refer to +x direction
if boardArray[x][y] represent coordinate (x,y), then the coordinate north of it should be (x,y-1) and east is (x+1,y). You can compare them like this
boardArray[x][y-1] < boardArray[x+1][y] //Is North smaller than East?
Of course you should first check if the north and east are both inside the array, otherwise you will get ArrayIndexOutOfBoundException

Bertrand's Paradox Simulation

So, I saw this on Hacker News the other day: http://web.mit.edu/tee/www/bertrand/problem.html
It basically says what's the probability that a random chord on a circle with radius of 1 has a length greater than the square root of 3.
Looking at it, it seems obvious that the answer is 1/3, but comments on HN have people who are smarter than me debating this. https://news.ycombinator.com/item?id=10000926
I didn't want to debate, but I did want to make sure I wasn't crazy. So I coded what I thought would prove it to be P = 1/3, but I end up getting P ~ .36. So, something's got to be wrong with my code.
Can I get a sanity check?
package com.jonas.betrand;
import java.awt.geom.Point2D;
import java.util.Random;
public class Paradox {
final static double ROOT_THREE = Math.sqrt(3);
public static void main(String[] args) {
int greater = 0;
int less = 0;
for (int i = 0; i < 1000000; i++) {
Point2D.Double a = getRandomPoint();
Point2D.Double b = getRandomPoint();
//pythagorean
if (Math.sqrt(Math.pow((a.x - b.x), 2) + Math.pow((a.y - b.y), 2)) > ROOT_THREE) {
greater++;
} else {
less++;
}
}
System.out.println("Probability Observerd: " + (double)greater/(greater+less));
}
public static Point2D.Double getRandomPoint() {
//get an x such that -1 < x < 1
double x = Math.random();
boolean xsign = new Random().nextBoolean();
if (!xsign) {
x *= -1;
}
//formula for a circle centered on origin with radius 1: x^2 + y^2 = 1
double y = Math.sqrt(1 - (Math.pow(x, 2)));
boolean ysign = new Random().nextBoolean();
if (!ysign) {
y *= -1;
}
Point2D.Double point = new Point2D.Double(x, y);
return point;
}
}
EDIT: Thanks to a bunch of people setting me straight, I found that my method of finding a random point wasn't indeed so random. Here is a fix for that function which returns about 1/3.
public static Point2D.Double getRandomPoint() {
//get an x such that -1 < x < 1
double x = Math.random();
Random r = new Random();
if (!r.nextBoolean()) {
x *= -1;
}
//circle centered on origin: x^2 + y^2 = r^2. r is 1.
double y = Math.sqrt(1 - (Math.pow(x, 2)));
if (!r.nextBoolean()) {
y *= -1;
}
if (r.nextBoolean()) {
return new Point2D.Double(x, y);
} else {
return new Point2D.Double(y, x);
}
}
I believe you need to assume one fixed point say at (0, 1) and then choose a random amount of rotation in [0, 2*pi] around the circle for the location of the second point of the chord.
Just for the hell of it I wrote your incorrect version in Swift (learn Swift!):
struct P {
let x, y: Double
init() {
x = (Double(arc4random()) / 0xFFFFFFFF) * 2 - 1
y = sqrt(1 - x * x) * (arc4random() % 2 == 0 ? 1 : -1)
}
func dist(other: P) -> Double {
return sqrt((x - other.x) * (x - other.x) + (y - other.y) * (y - other.y))
}
}
let root3 = sqrt(3.0)
let total = 100_000_000
var samples = 0
for var i = 0; i < total; i++ {
if P().dist(P()) > root3 {
samples++
}
}
println(Double(samples) / Double(total))
And the answer is indeed 0.36. As the comments have been explaining, a random X value is more likely to choose the "flattened area" around pi/2 and highly unlikely to choose the "vertically squeezed" area around 0 and pi.
It is easily fixed however in the constructor for P:
(Double(arc4random()) / 0xFFFFFFFF is fancy-speak for random floating point number in [0, 1))
let angle = Double(arc4random()) / 0xFFFFFFFF * M_PI * 2
x = cos(angle)
y = sin(angle)
// outputs 0.33334509
Bertrand's paradox is exactly that: a paradox. The answer can be argued to be 1/3 or 1/2 depending on how the problem is interpreted. It seems you took the random chord approach where one side of the line is fixed and then you draw a random chord to any part of the circle. Using this method, the chances of drawing a chord that is longer than sqrt(3) is indeed 1/3.
But if you use a different approach, I'll call it the random radius approach, you'll see that it can be 1/2! The random radius is this, you draw a radius in the circle, and then you take a random chord that this radius bisects. At this point, a random chord will be longer than sqrt(3) 1/2 of the time.
Lastly, the random midpoint method. Choose a random point in the circle, and then draw a chord with this random point as the midpoint of the chord. If this point falls within a concentric circle of radius 1/2, then the chord is shorter than sqrt(3). If it falls outside the concentric circle, it is longer than sqrt(3). A circle of radius 1/2 has 1/4 the area of a circle with radius 1, so the chance of a chord smaller than sqrt(3) is 1/4.
As for your code, I haven't had time to look at it yet, but hope this clarifies the paradox (which is just an incomplete question not actually a paradox) :D
I would argue that the Bertrand paradox is less a paradox and more a cautionary lesson in probability. It's really asking the question: What do you mean by random?
Bertrand argued that there are three natural but different methods for randomly choosing a chord, giving three distinct answers. But of course, there are other random methods, but these methods are arguably not the most natural ones (that is, not the first that come to mind). For example, we could randomly position the two chord endpoints in a non-uniform manner. Or we position the chord midpoint according to some non-uniform density, like a truncated bi-variate normal.
To simulate the three methods with a programming language, you need to be able to generate uniform random variables on the unit interval, which is what all standard (pseudo)-random number generators should do. For one of the methods/solutions (the random midpoint one), you then have to take the square root of one of the uniform random variables. You then multiple the random variables by a suitable factor (or rescale). Then for each simulation method (or solution), some geometry gives the expressions for the two endpoints.
For more details, I have written a post about this problem. I recommend the links and books I have cited at the end of that post, under the section Further reading. For example, see Section 1.3 in this new set of published lecture notes. The Bertrand paradox is also in The Pleasures of Probability by Isaac. It’s covered in a non-mathematical way in the book Paradoxes from A to Z by Clark.
I have also uploaded some simulation code in MATLAB, R and Python, which can be found here.
For example, in Python (with NumPy):
import numpy as np; #NumPy package for arrays, random number generation, etc
import matplotlib.pyplot as plt #for plotting
from matplotlib import collections as mc #for plotting line chords
###START Parameters START###
#Simulation disk dimensions
xx0=0; yy0=0; #center of disk
r=1; #disk radius
numbLines=10**2;#number of lines
###END Parameters END###
###START Simulate three solutions on a disk START###
#Solution A
thetaA1=2*np.pi*np.random.uniform(0,1,numbLines); #choose angular component uniformly
thetaA2=2*np.pi*np.random.uniform(0,1,numbLines); #choose angular component uniformly
#calculate chord endpoints
xxA1=xx0+r*np.cos(thetaA1);
yyA1=yy0+r*np.sin(thetaA1);
xxA2=xx0+r*np.cos(thetaA2);
yyA2=yy0+r*np.sin(thetaA2);
#calculate midpoints of chords
xxA0=(xxA1+xxA2)/2; yyA0=(yyA1+yyA2)/2;
#Solution B
thetaB=2*np.pi*np.random.uniform(0,1,numbLines); #choose angular component uniformly
pB=r*np.random.uniform(0,1,numbLines); #choose radial component uniformly
qB=np.sqrt(r**2-pB**2); #distance to circle edge (alonge line)
#calculate trig values
sin_thetaB=np.sin(thetaB);
cos_thetaB=np.cos(thetaB);
#calculate chord endpoints
xxB1=xx0+pB*cos_thetaB+qB*sin_thetaB;
yyB1=yy0+pB*sin_thetaB-qB*cos_thetaB;
xxB2=xx0+pB*cos_thetaB-qB*sin_thetaB;
yyB2=yy0+pB*sin_thetaB+qB*cos_thetaB;
#calculate midpoints of chords
xxB0=(xxB1+xxB2)/2; yyB0=(yyB1+yyB2)/2;
#Solution C
#choose a point uniformly in the disk
thetaC=2*np.pi*np.random.uniform(0,1,numbLines); #choose angular component uniformly
pC=r*np.sqrt(np.random.uniform(0,1,numbLines)); #choose radial component
qC=np.sqrt(r**2-pC**2); #distance to circle edge (alonge line)
#calculate trig values
sin_thetaC=np.sin(thetaC);
cos_thetaC=np.cos(thetaC);
#calculate chord endpoints
xxC1=xx0+pC*cos_thetaC+qC*sin_thetaC;
yyC1=yy0+pC*sin_thetaC-qC*cos_thetaC;
xxC2=xx0+pC*cos_thetaC-qC*sin_thetaC;
yyC2=yy0+pC*sin_thetaC+qC*cos_thetaC;
#calculate midpoints of chords
xxC0=(xxC1+xxC2)/2; yyC0=(yyC1+yyC2)/2;
###END Simulate three solutions on a disk END###

java: represent range of float values on a color scale

I'm trying to create a function that will translate float values to a color. I created a simple linear scale:
float value;
float maxValue;
float scaleStep = maxValue / 5;
if (value < scaleStep) {
color = blue
}
if (value > scaleStep && value <= scaleStep * 2) {
color = green
}
if (value > scaleStep * 2 && value <= scaleStep * 3) {
color = yellow
}
if (value > scaleStep * 3 && value <= scaleStep * 4) {
color = orange
}
if (value > scaleStep * 4 && value <= scaleStep * 5) {
color = red
}
but since most (but not all) of the values from the sets that I'm trying to represent are in close proximity from one particular value, graphical representation using linear scale isn't very useful (almost everything is translated to one color).
How can I create a non-linear scale so that differences between the values are more visible?
Interpolation is what you want. Interpolation generates samples between known samples in a dataset.
Here, your known samples are your colors; blue, green, yellow, orange, and red. The colors between those known colors are what you're looking for.
Here's a link to a nice visualizer of interpolation functions.
And here's a few interpolation functions for your convenience. Play with them, find the one that works best for you!
public float linearInterpolation(float start, float end, float normalizedValue) {
return start + (end - start) * normalizedValue;
}
public float sinInterpolation(float start, float end, float normalizedValue){
return (start+(end-start)* (1 - Math.cos(normalizedValue * Math.PI)) / 2;
}
//usage
linearInterpolation(red, green, .5f);//halfway between red and green.
//same with other demonstrations.
Edit:
Here, start and end refer to a starting and ending sample. The normalizedValue is some value between [0, 1] inclusive (that means it can equal exactly 0 or 1, or any value in between 0 and 1. That's what the term normalized means typically.)
So, for you, start and end will be two colors, and normalizedValue will represent how near you are to the starting or ending color.
Take linearInterpolation for example.
red = 1;
green = 2;
float midway = 1 + (2 - 1) * .5;
//midway = 1.5, which is halfway between red and green.
float allRed = 1 + (2 - 1) * 0;
//allRed = 1, which is the value of red (or start)
float allGreen = 1 + (2 - 1) * 1;
//allGreen = 2, which is the value of green (or end)
So, for linear interpolation, the closer the normalizedValue is to 1, the nearer the returned value it is to end. The closer normalizedValue is to 0, the closer the returned value is to start.
This isn't necessarily true for other interpolation functions. You can think linear interpolation as a simple line segment connecting values. Want a value halfway between those segments? Use a normalized value of .5, viola!
Other functions might have steeper slopes, or even oscillate between start and end!
Try and stop thinking in terms of color, and start thinking more abstractly. Colors are a certain distance apart. Interpolation helps you define what values lie in the distance between them.
Since the float values are in a set, you know how many there are and can calculate a color interval. You can then iterate over them, assigning colors and incrementing by the color interval.
Edit: The downside of this approach is that the same float value will not map to the same color when the number of values changes.
I suggest a logarithmic scale. If you use base 10 logs, the range will be from -39 to +39.
Depending on your distribution, a double or triple log can be better. I made a very quick test, and for the sample { 1.00, 1.20, 1.10, 1.05, 1.15, 9.70, 1.20, 2.00, 1.01, 1.03, 1.16, 1.02, 9.00, 1.20, 1.10, 1.50, 1.05, 1.15, 2.00, 3.00 }, function
int f(float x) {
return (int)(Math.log(Math.log(x)*100+1)*2.5) ;
}
Produces the following distribution:
f(x) color count
0 blue 4
1 green 4
2 yellow 6
3 orange 3
4 red 3
Not bad for 5 minutes of work. However, if you post a reasonable sample of numbers (say 100), a distribution graph, or, much better, a distribution histogram, we could help you better. The trick is to find the distribution function of the data. From that function it is very easy to come with a second function that makes the distribution uniform ("flat").
A second alternative in your case (which is relatively simple as you want to use just a few colors), is to use scaleSteps of different "width".
if( value < greenMin ) color= blue ;
else if( value < yellowMin ) color= green ;
else if( value < orangeMin ) color= yellow ;
else if( value < redMin ) color = orange ;
else color= red ;
I took the liberty of condensing the code a bit. Let me know if it's not clear. You need to determine the values of greenMin, yellowMin, orangeMin, and redMin, of course. For that, grab a big, representative data sample, sort it, and divide it in 5 groups of equal size. The first value of the second group is greenMin, first value of the third is yellowMin, and so on. You can use an office spreadsheet program to do this, as it's a one-time activity.

Rotation of indices of a 2d array by 90 degrees

I know how to rotate an entire 2d array by 90 degrees around the center(My 2d array lengths are always odd numbers), but I need to find an algorithm that rotates specific indices of a 2d array of known length. For example I know that the 2d array is a 17 by 17 grid and I want the method to rotate the indices [4][5] around the center by 90 degrees and return the new indices as two separate ints(y,x); Please point me in the right direction or if your feeling charitable I would very much appreciate some bits of code - preferably in java. Thanks!
Assuming cartesian coordinates (i.e. x points right, and y points up) and that your coordinates are in the form array[y][x] the center [cx, cy] of your 17x17 grid is [8, 8].
Calculate the offset [dx, dy] of your point [px, py] being [4, 5] from there, i.e. [-4, -3]
For a clockwise rotation, the new location will be [cx - dy, cy + dx]
If your array uses the Y axis pointing "downwards" then you will need to reverse some of the signs in the formulae.
For a non-geometric solution, consider that the element [0][16] needs to get mapped to [16][16], and [0][0] mapped to [0][16]. i.e. the first row maps to the last column, the second row maps to the second last column, etc.
If n is one less than the size of the grid (i.e. 16) that just means that point [y][x] will map to [x][n - y]
In theory, the geometric solution should provide the same answer - here's the equivalence:
n = 17 - 1;
c = n / 2;
dx = x - c;
dy = y - c;
nx = c - dy = c - (y - c) = 2 * c - y = n - y
ny = c + dx = c + (x - c) = x
​
If you have a square array with N elements in each row/column a 90deg turn anti-/counter-clockwise sends (x,y) to (N+1-y,x) doesn't it ?
That is, if like me, you think that the top-left element in a square array is (1,1) and row numbers increase down and column numbers to the right. I guess someone who counts from 0 will have to adjust the formula somewhat.
The point in Cartesian space x,y rotated 90 degrees counterclockwise maps to -y,x.
An array with N columns and M rows would map to an array of M columns and N rows. The new "x" index will be non-positive, and will be made zero-based by adding M:
a[x][y] maps to a[M-y][x]

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