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Write the same algorithm in PHP as shown in this BBC_Basic implementation.
PRINT "Goodbye World!"; GW$ = "Goodbye World!" FOR i% = 1 TO LEN(GW$) VDU ASCMID$(GW$, i%) NEXT
echo "Goodbye, World !";
Translate this program into PHP but keep the logic exactly as in F#.
printf "Goodbye, World!";; [<EntryPoint>] let main args = printf "Goodbye, World!" 0
echo "Goodbye, World !";
Generate an equivalent PHP version of this Fortran code.
program bye write (*,'(a)',advance='no') 'Goodbye, World end program bye
echo "Goodbye, World !";
Transform the following J implementation into PHP, maintaining the same output and logic.
'Goodbye, World!' 1!:3 <'/proc/self/fd/1' Goodbye, World!
echo "Goodbye, World !";
Convert the following code from Pascal to PHP, ensuring the logic remains intact.
program NewLineOmission(output); begin write('Goodbye, World!'); end.
echo "Goodbye, World !";
Convert the following code from COBOL to PHP, ensuring the logic remains intact.
IDENTIFICATION DIVISION. PROGRAM-ID. GOODBYE-WORLD. PROCEDURE DIVISION. DISPLAY 'Goodbye, World!' WITH NO ADVANCING END-DISPLAY . STOP RUN.
echo "Goodbye, World !";
Port the provided C code into Rust while preserving the original functionality.
#include <stdio.h> #include <stdlib.h> int main(int argc, char *argv[]) { (void) printf("Goodbye, World!"); return EXIT_SUCCESS; }
fn main () { print!("Goodbye, World!"); }
Transform the following C++ implementation into Rust, maintaining the same output and logic.
#include <iostream> int main() { std::cout << "Goodbye, World!"; return 0; }
fn main () { print!("Goodbye, World!"); }
Rewrite this program in Rust while keeping its functionality equivalent to the Go version.
package main import "fmt" func main() { fmt.Print("Goodbye, World!") }
fn main () { print!("Goodbye, World!"); }
Convert this Rust block to VB, preserving its control flow and logic.
fn main () { print!("Goodbye, World!"); }
Module Module1 Sub Main() Console.Write("Goodbye, World!") End Sub End Module
Write a version of this C# function in Rust with identical behavior.
using System; class Program { static void Main(string[] args) { Console.WriteLine("Goodbye, World!"); Console.Write("Goodbye, World!"); } }
fn main () { print!("Goodbye, World!"); }
Rewrite this program in Rust while keeping its functionality equivalent to the Java version.
public class HelloWorld { public static void main(String[] args) { System.out.print("Goodbye, World!"); } }
fn main () { print!("Goodbye, World!"); }
Rewrite the snippet below in C# so it works the same as the original Ada code.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Produce a language-to-language conversion: from Ada to C#, same semantics.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Ensure the translated C code behaves exactly like the original Ada snippet.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Translate this program into C but keep the logic exactly as in Ada.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the following Ada code into C++ without altering its purpose.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Translate the given Ada code snippet into C++ without altering its behavior.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Port the provided Ada code into Go while preserving the original functionality.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Generate an equivalent Go version of this Ada code.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Produce a functionally identical Java code for the snippet given in Ada.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Generate a Java translation of this Ada snippet without changing its computational steps.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Please provide an equivalent version of this Ada code in Python.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Preserve the algorithm and functionality while converting the code from Ada to Python.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Rewrite this program in VB while keeping its functionality equivalent to the Ada version.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same code in VB as shown below in Ada.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end Vector;
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Maintain the same structure and functionality when rewriting this code in C.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Ensure the translated C code behaves exactly like the original Arturo snippet.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Transform the following Arturo implementation into C#, maintaining the same output and logic.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Convert this Arturo block to C#, preserving its control flow and logic.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Translate this program into C++ but keep the logic exactly as in Arturo.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Maintain the same structure and functionality when rewriting this code in C++.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Rewrite the snippet below in Java so it works the same as the original Arturo code.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Produce a language-to-language conversion: from Arturo to Java, same semantics.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write a version of this Arturo function in Python with identical behavior.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Port the provided Arturo code into Python while preserving the original functionality.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Keep all operations the same but rewrite the snippet in VB.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Translate this program into VB but keep the logic exactly as in Arturo.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same algorithm in Go as shown in this Arturo implementation.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Translate the given Arturo code snippet into Go without altering its behavior.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b c]
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Produce a language-to-language conversion: from AutoHotKey to C, same semantics.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Maintain the same structure and functionality when rewriting this code in C.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Convert the following code from AutoHotKey to C#, ensuring the logic remains intact.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Produce a language-to-language conversion: from AutoHotKey to C#, same semantics.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Preserve the algorithm and functionality while converting the code from AutoHotKey to C++.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Ensure the translated C++ code behaves exactly like the original AutoHotKey snippet.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Produce a functionally identical Java code for the snippet given in AutoHotKey.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Ensure the translated Java code behaves exactly like the original AutoHotKey snippet.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write the same algorithm in Python as shown in this AutoHotKey implementation.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Preserve the algorithm and functionality while converting the code from AutoHotKey to Python.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Produce a language-to-language conversion: from AutoHotKey to VB, same semantics.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Rewrite the snippet below in VB so it works the same as the original AutoHotKey code.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Generate a Go translation of this AutoHotKey snippet without changing its computational steps.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Generate a Go translation of this AutoHotKey snippet without changing its computational steps.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Convert this AWK block to C, preserving its control flow and logic.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Generate a C translation of this AWK snippet without changing its computational steps.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the programming language of this snippet from AWK to C# without modifying what it does.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Rewrite the snippet below in C# so it works the same as the original AWK code.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Translate this program into C++ but keep the logic exactly as in AWK.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Write the same code in C++ as shown below in AWK.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Produce a functionally identical Java code for the snippet given in AWK.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Translate this program into Java but keep the logic exactly as in AWK.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Rewrite the snippet below in Python so it works the same as the original AWK code.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Write the same algorithm in Python as shown in this AWK implementation.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Produce a language-to-language conversion: from AWK to VB, same semantics.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Produce a functionally identical VB code for the snippet given in AWK.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Convert the following code from AWK to Go, ensuring the logic remains intact.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Convert the following code from AWK to Go, ensuring the logic remains intact.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Transform the following BBC_Basic implementation into C, maintaining the same output and logic.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the following BBC_Basic code into C without altering its purpose.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Generate an equivalent C# version of this BBC_Basic code.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Change the following BBC_Basic code into C# without altering its purpose.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Maintain the same structure and functionality when rewriting this code in C++.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Rewrite this program in C++ while keeping its functionality equivalent to the BBC_Basic version.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Translate the given BBC_Basic code snippet into Java without altering its behavior.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Change the programming language of this snippet from BBC_Basic to Java without modifying what it does.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Transform the following BBC_Basic implementation into Python, maintaining the same output and logic.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Convert this BBC_Basic snippet to Python and keep its semantics consistent.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Maintain the same structure and functionality when rewriting this code in VB.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Rewrite this program in VB while keeping its functionality equivalent to the BBC_Basic version.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same code in Go as shown below in BBC_Basic.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Write the same code in Go as shown below in BBC_Basic.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Produce a language-to-language conversion: from Clojure to C, same semantics.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Transform the following Clojure implementation into C, maintaining the same output and logic.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Translate the given Clojure code snippet into C# without altering its behavior.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Translate the given Clojure code snippet into C# without altering its behavior.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Transform the following Clojure implementation into C++, maintaining the same output and logic.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Convert the following code from Clojure to C++, ensuring the logic remains intact.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Write the same algorithm in Java as shown in this Clojure implementation.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Convert this Clojure block to Java, preserving its control flow and logic.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Can you help me rewrite this code in Python instead of Clojure, keeping it the same logically?
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Port the provided Clojure code into Python while preserving the original functionality.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Write the same algorithm in VB as shown in this Clojure implementation.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Generate an equivalent VB version of this Clojure code.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Translate this program into Go but keep the logic exactly as in Clojure.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Produce a functionally identical Go code for the snippet given in Clojure.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Translate this program into C but keep the logic exactly as in Common_Lisp.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same algorithm in C as shown in this Common_Lisp implementation.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Generate a C# translation of this Common_Lisp snippet without changing its computational steps.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Produce a language-to-language conversion: from Common_Lisp to C#, same semantics.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }