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  • reflection paths between points in2d

    - by Chris H
    Just wondering if there was a nice (already implemented/documented) algorithm to do the following Given any shape (without crossing edges) and two points inside that shape, compute all the paths between the two points such that all reflections are perfect reflections. The path lengths should be limited to a certain length otherwise there are infinite solutions. I'm not interested in just shooting out rays to try to guess how close I can get, I'm interested in algorithms that can do it perfectly. Search based, not guess/improvement based.

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  • how to determine base of a number?

    - by evil.coder
    Given a integer number and its reresentation in some arbitrary number system. The purpose is to find the base of the number system. For example, number is 10 and representation is 000010, then the base should be 10. Another example: number 21 representation is 0010101 then base is 2. One more example is: number is 6 and representation os 10100 then base is sqrt(2). Does anyone have any idea how to solve such problem?

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  • Check if BigInteger is not a perfect square

    - by Ender
    I have a BigInteger value, let's say it is 282 and is inside the variable x. I now want to write a while loop that states: while b2 isn't a perfect square: a ? a + 1 b2 ? a*a - N endwhile How would I do such a thing using BigInteger? EDIT: The purpose for this is so I can write this method. As the article states one must check if b2 is not square.

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  • Need a formula for calculating the tax portion of a total amount.

    - by pawz
    In Australia we have to advertise products with tax already added, so rather than say a product is $10 + $1 GST = $11, we normally work backwards and say "ok, total is $10, how much of that is GST ?" For example, for a $10 total, you do 10 * (1 /11) = 0.91, which is the tax component of the $10 total. My problem is I need calculate a formula for working out the taxable component when the tax rate is a variable. So far I've made this calculation although I'm not sure how correct an assertion it is: 10 * (1 / x) = 0.09 * (1 / y) where y = 10, x = 11 Basically i want to work out x on the left hand side when I know that the tax rate is 0.05 for example, which will give me a formula that I can use to calculate the taxable component of an total figure. I want a function into which I can plug in the total price and the tax rate, and get back the taxable component of the total price. I'd really appreciate the help with this as it really makes my head hurt ! :")

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  • Drawing Directed Acyclic Graphs: Minimizing edge crossing?

    - by Robert Fraser
    Laying out the verticies in a DAG in a tree form (i.e. verticies with no in-edges on top, verticies dependent only on those on the next level, etc.) is rather simple without graph drawing algorithms such as Efficient Sugimiya. However, is there a simple algorithm to do this that minimizes edge crossing? (For some graphs, it may be impossible to completely eliminate edge crossing.) A picture says a thousand words, so is there an algorithm that would suggest: instead of: EDIT: As the picture suggests, a vertex's inputs are always on top and outputs are always below, which is another barrier to just pasting in an existing layout algorithm.

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  • An algorithm for converting a base-10 number to a base-N number.

    - by roja
    Guys, I am looking for a way to convert a base-10 number into a base-N number where N can be large. Specifically i am looking at converting to base-85 and back again. Does anyone know a simple algorithm to perform the conversion? Ideally it would provide something like: to_radix(83992, 85) - [11, 53, 12] Any ideas are appreciated! Roja

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  • Modifying multiplying calculation to use delta time

    - by Bart van Heukelom
    function(deltaTime) { x = x * 0.9; } This function is called in a game loop. First assume that it's running at a constant 30 FPS, so deltaTime is always 1/30. Now the game is changed so deltaTime isn't always 1/30 but becomes variable. How can I incorporate deltaTime in the calculation of x to keep the "effect per second" the same?

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  • Fast 4x4 matrix multiplication in Java with NIO float buffers

    - by kayahr
    I know there are LOT of questions like that but I can't find one specific to my situation. I have 4x4 matrices implemented as NIO float buffers (These matrices are used for OpenGL). Now I want to implement a multiply method which multiplies Matrix A with Matrix B and stores the result in Matrix C. So the code may look like this: class Matrix4f { private FloatBuffer buffer = FloatBuffer.allocate(16); public Matrix4f multiply(Matrix4f matrix2, Matrix4f result) { {{{result = this * matrix2}}} <-- I need this code return result; } } What is the fastest possible code to do this multiplication? Some OpenGL implementations (Like the OpenGL ES stuff in Android) provide native code for this but others doesn't. So I want to provide a generic multiplication method for these implementations.

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  • Calculate new position of player

    - by user1439111
    Edit: I will summerize my question since it is very long (Thanks Len for pointing it out) What I'm trying to find out is to get a new position of a player after an X amount of time. The following variables are known: - Speed - Length between the 2 points - Source position (X, Y) - Destination position (X, Y) How can I calculate a position between the source and destion with these variables given? For example: source: 0, 0 destination: 10, 0 speed: 1 so after 1 second the players position would be 1, 0 The code below works but it's quite long so I'm looking for something shorter/more logical ====================================================================== I'm having a hard time figuring out how to calculate a new position of a player ingame. This code is server sided used to track a player(It's a emulator so I don't have access to the clients code). The collision detection of the server works fine I'm using bresenham's line algorithm and a raycast to determine at which point a collision happens. Once I deteremined the collision I calculate the length of the path the player is about to walk and also the total time. I would like to know the new position of a player each second. This is the code I'm currently using. It's in C++ but I am porting the server to C# and I haven't written the code in C# yet. // Difference between the source X - destination X //and source y - destionation Y float xDiff, yDiff; xDiff = xDes - xSrc; yDiff = yDes - ySrc; float walkingLength = 0.00F; float NewX = xDiff * xDiff; float NewY = yDiff * yDiff; walkingLength = NewX + NewY; walkingLength = sqrt(walkingLength); const float PI = 3.14159265F; float Angle = 0.00F; if(xDes >= xSrc && yDes >= ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; } else if(xDes < xSrc && yDes >= ySrc) { Angle = atanf((-xDiff / yDiff)); Angle = Angle * 180 / PI; Angle += 90.00F; } else if(xDes < xSrc && yDes < ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; Angle += 180.00F; } else if(xDes >= xSrc && yDes < ySrc) { Angle = atanf((xDiff / -yDiff)); Angle = Angle * 180 / PI; Angle += 270.00F; } float WalkingTime = (float)walkingLength / (float)speed; bool Done = false; float i = 0; while(i < walkingLength) { if(Done == true) { break; } if(WalkingTime >= 1000) { Sleep(1000); i += speed; WalkTime -= 1000; } else { Sleep(WalkTime); i += speed * WalkTime; WalkTime -= 1000; Done = true; } if(Angle >= 0 && Angle < 90) { float xNew = cosf(Angle * PI / 180) * i; float yNew = sinf(Angle * PI / 180) * i; float NewCharacterX = xSrc + xNew; float NewCharacterY = ySrc + yNew; } I have cut the last part of the loop since it's just 3 other else if statements with 3 other angle conditions and the only change is the sin and cos. The given speed parameter is the speed/second. The code above works but as you can see it's quite long so I'm looking for a new way to calculate this. btw, don't mind the while loop to calculate each new position I'm going to use a timer in C# Thank you very much

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  • Rewrite probabilities as boolean algebra

    - by Magsol
    I'm given three binary random variables: X, Y, and Z. I'm also given the following: P(Z | X) P(Z | Y) P(X) P(Y) I'm then supposed to determine whether or not it is possible to find P(Z | Y, X). I've tried rewriting the solution in the form of Bayes' Theorem and have gotten nowhere. Given that these are boolean random variables, is it possible to rewrite the system in terms of boolean algebra? I understand that the conditionals can be mapped to boolean implications (x -> y, or !x + y), but I'm unsure how this would translate in terms of the overall problem I'm trying to solve. (yes, this is a homework problem, but here I'm much more interested in how to formally solve this problem than what the solution is...I also figured this question would be entirely too simple for MathOverflow)

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  • Interview question: f(f(n)) == -n

    - by Hrvoje Prgeša
    A question I got on my last interview: Design a function f, such that: f(f(n)) == -n Where n is a 32 bit signed integer; you can't use complex numbers arithmetic. If you can't design such a function for the whole range of numbers, design it for the largest range possible. Any ideas?

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  • Diagonal of polygon is inside or outside?

    - by Himadri
    I have three consecutive points of polygon, say p1,p2,p3. Now I wanted to know whether the orthogonal between p1 and p3 is inside the polygon or outside the polygon. I am doing it by taking three vectors v1,v2 and v3. And the point before the point p1 in polygon say p0. v1 = (p0 - p1) v2 = (p2 - p1) v3 = (p3 - p1) With reference to this question, I am using the method shown in the accepted answer of that question. It is only for counterclockwise. What if my points are clockwise. I am also knowing my whole polygon is clockwise or counterclockwise. And accordingly I select the vectors v1 and v2. But still I am getting some problem. I am showing one case where I am getting problem. This polygon is counterclockwise. and It is starting from the origin of v1 and v2.

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  • Curve fitting: Find a CDF (or any function) that satisfies a list of constraints.

    - by dreeves
    I have some constraints on a CDF in the form of a list of x-values and for each x-value, a pair of y-values that the CDF must lie between. We can represent that as a list of {x,y1,y2} triples such as constraints = {{0, 0, 0}, {1, 0.00311936, 0.00416369}, {2, 0.0847077, 0.109064}, {3, 0.272142, 0.354692}, {4, 0.53198, 0.646113}, {5, 0.623413, 0.743102}, {6, 0.744714, 0.905966}} Graphically that looks like this: And since this is a CDF there's an additional implicit constraint of {Infinity, 1, 1} Ie, the function must never exceed 1. Also, it must be monotone. Now, without making any assumptions about its functional form, we want to find a curve that respects those constraints. For example: (I cheated to get that one: I actually started with a nice log-normal distribution and then generated fake constraints based on it.) One possibility is a straight interpolation through the midpoints of the constraints: mids = ({#1, Mean[{#2,#3}]}&) @@@ constraints f = Interpolation[mids, InterpolationOrder->0] Plotted, f looks like this: That sort of technically satisfies the constraints but it needs smoothing. We can increase the interpolation order but now it violates the implicit constraints (always less than one, and monotone): How can I get a curve that looks as much like the first one above as possible? Note that NonLinearModelFit with a LogNormalDistribution will do the trick in this example but is insufficiently general as sometimes there will sometimes not exist a log-normal distribution satisfying the constraints.

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  • Calculus? Need help solving for a time-dependent variable given some other variables.

    - by user451527
    Long story short, I'm making a platform game. I'm not old enough to have taken Calculus yet, so I know not of derivatives or integrals, but I know of them. The desired behavior is for my character to automagically jump when there is a block to either side of him that is above the one he's standing on; for instance, stairs. This way the player can just hold left / right to climb stairs, instead of having to spam the jump key too. The issue is with the way I've implemented jumping; I've decided to go mario-style, and allow the player to hold 'jump' longer to jump higher. To do so, I have a 'jump' variable which is added to the player's Y velocity. The jump variable increases to a set value when the 'jump' key is pressed, and decreases very quickly once the 'jump' key is released, but decreases less quickly so long as you hold the 'jump' key down, thus providing continuous acceleration up as long as you hold 'jump.' This also makes for a nice, flowing jump, rather than a visually jarring, abrupt acceleration. So, in order to account for variable stair height, I want to be able to calculate exactly what value the 'jump' variable should get in order to jump exactly to the height of the stair; preferably no more, no less, though slightly more is permissible. This way the character can jump up steep or shallow flights of stairs without it looking weird or being slow. There are essentially 5 variables in play: h -the height the character needs to jump to reach the stair top<br> j -the jump acceleration variable<br> v -the vertical velocity of the character<br> p -the vertical position of the character<br> d -initial vertical position of the player minus final position<br> Each timestep:<br> j -= 1.5; //the jump variable's deceleration<br> v -= j; //the jump value's influence on vertical speed<br> v *= 0.95; //friction on the vertical speed<br> v += 1; //gravity<br> p += v; //add the vertical speed to the vertical position<br> v-initial is known to be zero<br> v-final is known to be zero<br> p-initial is known<br> p-final is known<br> d is known to be p-initial minus p-final<br> j-final is known to be zero<br> j-initial is unknown<br> Given all of these facts, how can I make an equation that will solve for j? tl;dr How do I Calculus? Much thanks to anyone who's made it this far and decides to plow through this problem.

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  • Solving the water jug problem

    - by Amit
    While reading through some lecture notes on preliminary number theory, I came across the solution to water jug problem (with two jugs) which is summed as thus: Using the property of the G.C.D of two numbers that GCD(a,b) is the smallest possible linear combination of a and b, and hence a certain quantity Q is only measurable by the 2 jugs, iff Q is a n*GCD(a,b), since Q=sA + tB, where: n = a positive integer A = capacity of jug A B= capacity of jug B And, then the method to the solution is discussed Another model of the solution is to model the various states as a state-space search problem as often resorted to in Artificial Intelligence. My question is: What other known methods exist which models the solution, and how? Google didn't throw up much.

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  • Using JavaCC to infer semantics from a Composite tree

    - by Skice
    Hi all, I am programming (in Java) a very limited symbolic calculus library that manages polynomials, exponentials and expolinomials (sums of elements like "x^n * e^(c x)"). I want the library to be extensible in the sense of new analytic forms (trigonometric, etc.) or new kinds of operations (logarithm, domain transformations, etc.), so a Composite pattern that represent the syntactic structure of an expression, together with a bunch of Visitors for the operations, does the job quite well. My problem arise when I try to implement operations that depends on the semantics more than on the syntax of the Expression (like integrals, for instance: there are a lot of resolution methods for specific classes of functions, but these same classes can be represented with more than a single syntax). So I thought I need something to "parse" the Composite tree to infer its semantics in order to invoke the right integration method (if any). Someone pointed me to JavaCC, but all the examples I've seen deal only with string parsing; so, I don't know if I'm digging in the right direction. Some suggestions? (I hope to have been clear enough!)

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  • What's a good matrix manipulation library available for C ?

    - by banister
    Hi, I am doing a lot of image processing in C and I need a good, reasonably lightweight, and above all FAST matrix manipulation library. I am mostly focussing on affine transformations and matrix inversions, so i do not need anything too sophisticated or bloated. Primarily I would like something that is very fast (using SSE perhaps?), with a clean API and (hopefully) prepackaged by many of the unix package management systems. Note this is for C not for C++. Thanks :)

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  • Evaluating a function at a particular value in parallel

    - by Gaurav Kalra
    Hi. The question may seem vague, but let me explain it. Suppose we have a function f(x,y,z ....) and we need to find its value at the point (x1,y1,z1 .....). The most trivial approach is to just replace (x,y,z ...) with (x1,y1,z1 .....). Now suppose that the function is taking a lot of time in evaluation and I want to parallelize the algorithm to evaluate it. Obviously it will depend on the nature of function, too. So my question is: what are the constraints that I have to look for while "thinking" to parallelize f(x,y,z...)? If possible, please share links to study.

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  • Can my loop be optimized any more? (C++)

    - by Sagekilla
    Below is one of my inner loops that's run several thousand times, with input sizes of 20 - 1000 or more. Is there anything I can do to help squeeze any more performance out of this? I'm not looking to move this code to something like using tree codes (Barnes-Hut), but towards optimizing the actual calculations happening inside, since the same calculations occur in the Barnes-Hut algorithm. Any help is appreciated! typedef double real; struct Particle { Vector pos, vel, acc, jerk; Vector oldPos, oldVel, oldAcc, oldJerk; real mass; }; class Vector { private: real vec[3]; public: // Operators defined here }; real Gravity::interact(Particle *p, size_t numParticles) { PROFILE_FUNC(); real tau_q = 1e300; for (size_t i = 0; i < numParticles; i++) { p[i].jerk = 0; p[i].acc = 0; } for (size_t i = 0; i < numParticles; i++) { for (size_t j = i+1; j < numParticles; j++) { Vector r = p[j].pos - p[i].pos; Vector v = p[j].vel - p[i].vel; real r2 = lengthsq(r); real v2 = lengthsq(v); // Calculate inverse of |r|^3 real r3i = Constants::G * pow(r2, -1.5); // da = r / |r|^3 // dj = (v / |r|^3 - 3 * (r . v) * r / |r|^5 Vector da = r * r3i; Vector dj = (v - r * (3 * dot(r, v) / r2)) * r3i; // Calculate new acceleration and jerk p[i].acc += da * p[j].mass; p[i].jerk += dj * p[j].mass; p[j].acc -= da * p[i].mass; p[j].jerk -= dj * p[i].mass; // Collision estimation // Metric 1) tau = |r|^2 / |a(j) - a(i)| // Metric 2) tau = |r|^4 / |v|^4 real mij = p[i].mass + p[j].mass; real tau_est_q1 = r2 / (lengthsq(da) * mij * mij); real tau_est_q2 = (r2*r2) / (v2*v2); if (tau_est_q1 < tau_q) tau_q = tau_est_q1; if (tau_est_q2 < tau_q) tau_q = tau_est_q2; } } return sqrt(sqrt(tau_q)); }

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  • Is there any sence in performing binary AND with a number where all bits are set to 1

    - by n535
    Greetings everybody. I have seen examples of such operations for so many times that i began to think that i am getting something wrong with binary arithmetics. Is there any sense to perform the following: byte value = someAnotherByteValue & 0xFF; I don't really understand this, because it does not change anything anyway. Thanks for help. P.S. I was trying to search for information both elsewhere and here, but unsuccessfully.

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  • Area of a irregular shape

    - by Naveen
    I have set of points which lies on the image. These set of points form a irregular closed shape. I need to find the area of this shape. Does any body which is the normal algorithm used for calculating the area ? Or is there any support available in libraries such as boost? I am using C++.

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