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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); ...
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) { r...
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); ...
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) { r...
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); ...
#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; } f...
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); ...
#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; } f...
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); ...
#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 + ...
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); ...
#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 + ...
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); ...
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,...
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); ...
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,...
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); ...
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.dou...
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); ...
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.dou...
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); ...
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 scal...
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); ...
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 scal...
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); ...
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 Funct...
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); ...
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 Funct...
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 ...
#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; } f...
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 ...
#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; } f...
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 ...
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) { r...
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 ...
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) { r...
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 ...
#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 + ...
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 ...
#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 + ...
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 ...
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.dou...
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 ...
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.dou...
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 ...
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 scal...
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 ...
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 scal...
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 ...
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 Funct...
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 ...
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 Funct...
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 ...
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,...
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 ...
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,...
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 = "...
#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; } f...
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 = "...
#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; } f...
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 = "...
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) { r...
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 = "...
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) { r...
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 = "...
#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 + ...
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 = "...
#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 + ...
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 = "...
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.dou...
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 = "...
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.dou...
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 = "...
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 scal...
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 = "...
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 scal...
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 = "...
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 Funct...
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 = "...
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 Funct...
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 = "...
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,...
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 = "...
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,...
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 "...
#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; } f...
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 "...
#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; } f...
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 "...
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) { r...
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 "...
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) { r...
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 "...
#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 + ...
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 "...
#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 + ...
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 "...
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.dou...
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 "...
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.dou...
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 "...
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 scal...
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 "...
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 scal...
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 "...
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 Funct...
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 "...
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 Funct...
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 "...
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,...
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 "...
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,...
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())...
#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; } f...
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())...
#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; } f...
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())...
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) { r...
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())...
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) { r...
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())...
#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 + ...
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())...
#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 + ...
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())...
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.dou...
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())...
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.dou...
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())...
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 scal...
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())...
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 scal...
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())...
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 Funct...
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())...
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 Funct...
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())...
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,...
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())...
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,...
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 ...
#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; } f...
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 ...
#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; } f...
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 ...
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) { r...
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 ...
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) { r...
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 ...
#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 + ...
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 ...
#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 + ...
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 ...
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.dou...
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 ...
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.dou...
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 ...
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 scal...
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 ...
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 scal...
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 ...
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 Funct...
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 ...
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 Funct...
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 ...
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,...
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 ...
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,...
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...
#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; } f...
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...
#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; } f...
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...
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) { r...
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...
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) { r...