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Rewrite this program in C++ while keeping its functionality equivalent to the Common_Lisp version.
(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 <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 Common_Lisp code snippet into C++ without altering its behavior.
(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 <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 Common_Lisp to Java, ensuring the logic remains intact.
(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))))
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 following Common_Lisp code into Java without altering its purpose.
(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))))
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)); } }
Preserve the algorithm and functionality while converting the code from Common_Lisp to Python.
(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))))
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 Common_Lisp code into Python while preserving the original functionality.
(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))))
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 Common_Lisp code into VB while preserving the original functionality.
(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))))
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 Common_Lisp version.
(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))))
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
Keep all operations the same but rewrite the snippet in Go.
(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))))
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)) }
Rewrite this program in Go while keeping its functionality equivalent to the Common_Lisp version.
(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))))
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)) }
Ensure the translated C code behaves exactly like the original D snippet.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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; }
Rewrite this program in C while keeping its functionality equivalent to the D version.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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 D snippet.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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)); } }
Generate an equivalent C# version of this D code.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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)); } }
Can you help me rewrite this code in C++ instead of D, keeping it the same logically?
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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 ; }
Can you help me rewrite this code in C++ instead of D, keeping it the same logically?
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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 ; }
Produce a language-to-language conversion: from D to Java, same semantics.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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)); } }
Convert this D snippet to Java and keep its semantics consistent.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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)); } }
Maintain the same structure and functionality when rewriting this code in Python.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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),))
Translate the given D code snippet into Python without altering its behavior.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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),))
Convert this D block to VB, preserving its control flow and logic.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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
Transform the following D implementation into VB, maintaining the same output and logic.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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
Maintain the same structure and functionality when rewriting this code in Go.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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 functionally identical Go code for the snippet given in D.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(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)) }
Generate a C translation of this Elixir snippet without changing its computational steps.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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; } 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 Elixir implementation into C, maintaining the same output and logic.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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; } 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 Elixir.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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) { 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)); } }
Keep all operations the same but rewrite the snippet in C#.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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) { 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)); } }
Please provide an equivalent version of this Elixir code in C++.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 + 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 C++ as shown in this Elixir implementation.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 + 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 Elixir code snippet into Java without altering its behavior.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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.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 Elixir.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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.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 Python code behaves exactly like the original Elixir snippet.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 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),))
Can you help me rewrite this code in Python instead of Elixir, keeping it the same logically?
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 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),))
Generate a VB translation of this Elixir snippet without changing its computational steps.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 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
Change the programming language of this snippet from Elixir to VB without modifying what it does.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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 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 Elixir.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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, 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)) }
Keep all operations the same but rewrite the snippet in Go.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (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, 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)) }
Keep all operations the same but rewrite the snippet in C.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
#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; }
Please provide an equivalent version of this Erlang code in C.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
#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; }
Preserve the algorithm and functionality while converting the code from Erlang to C#.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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)); } }
Port the provided Erlang code into C# while preserving the original functionality.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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)); } }
Please provide an equivalent version of this Erlang code in C++.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
#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 Erlang code snippet into C++ without altering its behavior.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
#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 Java while keeping its functionality equivalent to the Erlang version.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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 Java so it works the same as the original Erlang code.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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)); } }
Preserve the algorithm and functionality while converting the code from Erlang to Python.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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 a version of this Erlang function in Python with identical behavior.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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 Erlang snippet to VB and keep its semantics consistent.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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 the given Erlang code snippet into VB without altering its behavior.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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
Change the following Erlang code into Go without altering its purpose.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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 Erlang to Go, same semantics.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
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)) }
Port the provided F# code into C while preserving the original functionality.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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; } 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 F# code into C without altering its purpose.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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; } 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 this F# block to C#, preserving its control flow and logic.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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) { 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 F# to C#, same semantics.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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) { 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 F# to C++.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 + 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 F# version.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 + 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 Java code behaves exactly like the original F# snippet.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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.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)); } }
Preserve the algorithm and functionality while converting the code from F# to Java.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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.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)); } }
Port the provided F# code into Python while preserving the original functionality.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 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 the following code from F# to Python, ensuring the logic remains intact.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 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 a version of this F# function in VB with identical behavior.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 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 this F# block to VB, preserving its control flow and logic.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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 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 a version of this F# function in Go with identical behavior.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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, 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)) }
Change the following F# code into Go without altering its purpose.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 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, 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)) }
Port the following code from Factor to C with equivalent syntax and logic.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
#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; }
Port the following code from Factor to C with equivalent syntax and logic.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
#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; }
Produce a functionally identical C# code for the snippet given in Factor.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 Factor snippet.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 programming language of this snippet from Factor to C++ without modifying what it does.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
#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 ; }
Keep all operations the same but rewrite the snippet in C++.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
#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 Java.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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)); } }
Keep all operations the same but rewrite the snippet in Java.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 Factor to Python, same semantics.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 functionally identical Python code for the snippet given in Factor.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 following code from Factor to VB with equivalent syntax and logic.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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
Preserve the algorithm and functionality while converting the code from Factor to VB.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 Go.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 Factor to Go, ensuring the logic remains intact.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
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 Forth block to C, preserving its control flow and logic.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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; }
Maintain the same structure and functionality when rewriting this code in C.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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; }
Generate a C# translation of this Forth snippet without changing its computational steps.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)); } }
Generate an equivalent C# version of this Forth code.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)); } }
Translate this program into C++ but keep the logic exactly as in Forth.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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 ; }
Please provide an equivalent version of this Forth code in C++.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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 Forth code into Java while preserving the original functionality.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)); } }
Translate the given Forth code snippet into Java without altering its behavior.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)); } }
Maintain the same structure and functionality when rewriting this code in Python.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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 Python while keeping its functionality equivalent to the Forth version.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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),))
Convert this Forth block to VB, preserving its control flow and logic.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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
Ensure the translated VB code behaves exactly like the original Forth snippet.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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
Transform the following Forth implementation into Go, maintaining the same output and logic.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)) }
Please provide an equivalent version of this Forth code in Go.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .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)) }
Keep all operations the same but rewrite the snippet in C#.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
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 the following code from Fortran to C#, ensuring the logic remains intact.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
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 Fortran code snippet into C++ without altering its behavior.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
#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 ; }
Change the following Fortran code into C++ without altering its purpose.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
#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 ; }
Change the programming language of this snippet from Fortran to C without modifying what it does.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
#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 Fortran.
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
#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; }