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Convert this Fortran block to Java, preserving its control flow and logic.
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
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 Fortran code into Java 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
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 Fortran block to Python, preserving its control flow and logic.
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
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 the snippet below in Python so it works the same as the original Fortran code.
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
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 an equivalent VB version of this Fortran code.
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
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 Fortran snippet to VB and keep its semantics consistent.
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
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Generate a PHP translation of this Fortran snippet without changing its computational steps.
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
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
Maintain the same structure and functionality when rewriting this code in PHP.
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
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
Port the following code from Groovy to C with equivalent syntax and logic.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write a version of this Groovy function in C with identical behavior.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same algorithm in C# as shown in this Groovy implementation.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Rewrite the snippet below in C# so it works the same as the original Groovy code.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Rewrite this program in C++ while keeping its functionality equivalent to the Groovy version.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Rewrite the snippet below in C++ so it works the same as the original Groovy code.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
#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.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write a version of this Groovy function in Java with identical behavior.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write a version of this Groovy function in Python with identical behavior.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Produce a language-to-language conversion: from Groovy to Python, same semantics.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Maintain the same structure and functionality when rewriting this code in VB.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same code in VB as shown below in Groovy.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
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
Please provide an equivalent version of this Groovy code in Go.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
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 Groovy block to Go, preserving its control flow and logic.
def pairwiseOperation = { x, y, Closure binaryOp -> assert x && y && x.size() == y.size() [x, y].transpose().collect(binaryOp) } def pwMult = pairwiseOperation.rcurry { it[0] * it[1] } def dotProduct = { x, y -> assert x && y && x.size() == y.size() pwMult(x, y).sum() }
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)) }
Can you help me rewrite this code in C instead of Haskell, keeping it the same logically?
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the programming language of this snippet from Haskell to C without modifying what it does.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } 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 Haskell to C#.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { 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)); } }
Write the same code in C# as shown below in Haskell.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { 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 Haskell code into C++ while preserving the original functionality.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + 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 following code from Haskell to C++ with equivalent syntax and logic.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + 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 ; }
Generate an equivalent Java version of this Haskell code.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Please provide an equivalent version of this Haskell code in Java.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.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 Haskell to Python, same semantics.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def 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 Haskell block to Python, preserving its control flow and logic.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def 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 the snippet below in VB so it works the same as the original Haskell code.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End 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 Haskell snippet to VB and keep its semantics consistent.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Translate this program into Go but keep the logic exactly as in Haskell.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, 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 the snippet below in Go so it works the same as the original Haskell code.
import Data.Monoid ((<>)) type Vector a = [a] type Scalar a = a a, b, c, d :: Vector Int a = [3, 4, 5] b = [4, 3, 5] c = [-5, -12, -13] d = [3, 4, 5, 6] dot :: (Num t) => Vector t -> Vector t -> Scalar t dot u v | length u == length v = sum $ zipWith (*) u v | otherwise = error "Dotted Vectors must be of equal dimension." cross :: (Num t) => Vector t -> Vector t -> Vector t cross u v | length u == 3 && length v == 3 = [ u !! 1 * v !! 2 - u !! 2 * v !! 1 , u !! 2 * head v - head u * v !! 2 , head u * v !! 1 - u !! 1 * head v ] | otherwise = error "Crossed Vectors must both be three dimensional." scalarTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Scalar t scalarTriple q r s = dot q $ cross r s vectorTriple :: (Num t) => Vector t -> Vector t -> Vector t -> Vector t vectorTriple q r s = cross q $ cross r s main :: IO () main = mapM_ putStrLn [ "a . b = " <> show (dot a b) , "a x b = " <> show (cross a b) , "a . b x c = " <> show (scalarTriple a b c) , "a x b x c = " <> show (vectorTriple a b c) , "a . d = " <> show (dot a d) ]
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Write a version of this Icon function in C with identical behavior.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same code in C as shown below in Icon.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
#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 Icon implementation into C#, maintaining the same output and logic.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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 Icon code.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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 Icon.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
#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 ; }
Generate a C++ translation of this Icon snippet without changing its computational steps.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
#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 this Icon snippet to Java and keep its semantics consistent.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Transform the following Icon implementation into Java, maintaining the same output and logic.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write the same code in Python as shown below in Icon.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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),))
Change the following Icon code into Python without altering its purpose.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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 VB instead of Icon, keeping it the same logically?
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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 Icon snippet to VB and keep its semantics consistent.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
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 Icon code into Go while preserving the original functionality.
record Vector3D(x, y, z) procedure toString (vector) return "(" || vector.x || ", " || vector.y || ", " || vector.z || ")" end procedure dotProduct (a, b) return a.x * b.x + a.y * b.y + a.z * b.z end procedure crossProduct (a, b) x := a.y * b.z - a.z * b.y y := a.z * b.x - a.x * b.z z := a.x * b.y - a.y * b.x return Vector3D(x, y, z) end procedure scalarTriple (a, b, c) return dotProduct (a, crossProduct (b, c)) end procedure vectorTriple (a, b, c) return crossProduct (a, crossProduct (b, c)) end procedure main () a := Vector3D(3, 4, 5) b := Vector3D(4, 3, 5) c := Vector3D(-5, -12, -13) writes ("A.B : " || toString(a) || "." || toString(b) || " = ") write (dotProduct (a, b)) writes ("AxB : " || toString(a) || "x" || toString(b) || " = ") write (toString(crossProduct (a, b))) writes ("A.(BxC) : " || toString(a) || ".(" || toString(b) || "x" || toString(c) || ") = ") write (scalarTriple (a, b, c)) writes ("Ax(BxC) : " || toString(a) || "x(" || toString(b) || "x" || toString(c) || ") = ") write (toString(vectorTriple (a, b, c))) end
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Translate this program into C but keep the logic exactly as in J.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the programming language of this snippet from J to C without modifying what it does.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same algorithm in C# as shown in this J implementation.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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)); } }
Write a version of this J function in C# with identical behavior.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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)); } }
Write the same code in C++ as shown below in J.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
#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 ; }
Preserve the algorithm and functionality while converting the code from J to C++.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
#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 Java instead of J, keeping it the same logically?
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Change the programming language of this snippet from J to Java without modifying what it does.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 J block to Python, preserving its control flow and logic.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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),))
Transform the following J implementation into Python, maintaining the same output and logic.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 this program into VB but keep the logic exactly as in J.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 J function in VB with identical behavior.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 Go code behaves exactly like the original J snippet.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 J block to Go, preserving its control flow and logic.
cross=: (1&|.@[ * 2&|.@]) - 2&|.@[ * 1&|.@]
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 C while keeping its functionality equivalent to the Julia version.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show a × (b × c)
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write a version of this Julia function in C with identical behavior.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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; }
Produce a functionally identical C# code for the snippet given in Julia.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)); } }
Maintain the same structure and functionality when rewriting this code in C#.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)); } }
Rewrite the snippet below in C++ so it works the same as the original Julia code.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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 ; }
Generate a C++ translation of this Julia snippet without changing its computational steps.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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 ; }
Port the provided Julia code into Java while preserving the original functionality.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)); } }
Can you help me rewrite this code in Java instead of Julia, keeping it the same logically?
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)); } }
Can you help me rewrite this code in Python instead of Julia, keeping it the same logically?
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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),))
Generate a Python translation of this Julia snippet without changing its computational steps.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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 Julia code into VB while preserving the original functionality.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show a × (b × c)
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same algorithm in VB as shown in this Julia implementation.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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
Convert this Julia block to Go, preserving its control flow and logic.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)) }
Preserve the algorithm and functionality while converting the code from Julia to Go.
using LinearAlgebra const a = [3, 4, 5] const b = [4, 3, 5] const c = [-5, -12, -13] println("Test Vectors:") @show a b c println("\nVector Products:") @show a ⋅ b @show a × b @show a ⋅ (b × c) @show 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)) }
Port the following code from Lua to C with equivalent syntax and logic.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
#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; }
Keep all operations the same but rewrite the snippet in C.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
#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 Lua snippet without changing its computational steps.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Maintain the same structure and functionality when rewriting this code in C#.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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 a C++ translation of this Lua snippet without changing its computational steps.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
#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 a version of this Lua function in C++ with identical behavior.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Write the same algorithm in Java as shown in this Lua implementation.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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 functionally identical Java code for the snippet given in Lua.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Transform the following Lua implementation into Python, maintaining the same output and logic.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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 Lua code snippet into Python without altering its behavior.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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),))
Please provide an equivalent version of this Lua code in VB.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Generate a VB translation of this Lua snippet without changing its computational steps.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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
Port the following code from Lua to Go with equivalent syntax and logic.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
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 Lua to Go with equivalent syntax and logic.
Vector = {} function Vector.new( _x, _y, _z ) return { x=_x, y=_y, z=_z } end function Vector.dot( A, B ) return A.x*B.x + A.y*B.y + A.z*B.z end function Vector.cross( A, B ) return { x = A.y*B.z - A.z*B.y, y = A.z*B.x - A.x*B.z, z = A.x*B.y - A.y*B.x } end function Vector.scalar_triple( A, B, C ) return Vector.dot( A, Vector.cross( B, C ) ) end function Vector.vector_triple( A, B, C ) return Vector.cross( A, Vector.cross( B, C ) ) end A = Vector.new( 3, 4, 5 ) B = Vector.new( 4, 3, 5 ) C = Vector.new( -5, -12, -13 ) print( Vector.dot( A, B ) ) r = Vector.cross(A, B ) print( r.x, r.y, r.z ) print( Vector.scalar_triple( A, B, C ) ) r = Vector.vector_triple( A, B, C ) print( r.x, r.y, r.z )
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Write a version of this Mathematica function in C with identical behavior.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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; }
Convert this Mathematica block to C, preserving its control flow and logic.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[b,c]]
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Transform the following Mathematica implementation into C#, maintaining the same output and logic.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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)); } }
Change the following Mathematica code into C# without altering its purpose.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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)); } }
Rewrite this program in C++ while keeping its functionality equivalent to the Mathematica version.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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 Mathematica to C++, same semantics.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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 Mathematica code snippet into Java without altering its behavior.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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)); } }
Rewrite this program in Java while keeping its functionality equivalent to the Mathematica version.
a={3,4,5}; b={4,3,5}; c={-5,-12,-13}; a.b Cross[a,b] a.Cross[b,c] Cross[a,Cross[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)); } }