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Translate the given Mathematica code snippet into Python 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]]
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 Mathematica snippet to Python and keep its semantics consistent.
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]]
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Write a version of this Mathematica function in VB 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]]
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 Mathematica code in VB.
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]]
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 Mathematica code in Go.
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]]
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Translate the given Mathematica code snippet into Go 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]]
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 MATLAB to C.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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; }
Port the following code from MATLAB to C with equivalent syntax and logic.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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; }
Change the programming language of this snippet from MATLAB to C# without modifying what it does.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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)); } }
Produce a language-to-language conversion: from MATLAB to C#, same semantics.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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)); } }
Write the same code in C++ as shown below in MATLAB.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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 ; }
Write a version of this MATLAB function in C++ with identical behavior.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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 ; }
Ensure the translated Java code behaves exactly like the original MATLAB snippet.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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)); } }
Preserve the algorithm and functionality while converting the code from MATLAB to Java.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(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 Python while keeping its functionality equivalent to the MATLAB version.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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),))
Write the same algorithm in Python as shown in this MATLAB implementation.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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),))
Can you help me rewrite this code in VB instead of MATLAB, keeping it the same logically?
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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
Can you help me rewrite this code in VB instead of MATLAB, keeping it the same logically?
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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
Generate an equivalent Go version of this MATLAB code.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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 provided MATLAB code into Go while preserving the original functionality.
dot(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(b,c)) cross(a,b) cross(a,b) dot(a,cross(b,c)) cross(a,cross(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 provided Nim code into C while preserving the original functionality.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same code in C as shown below in Nim.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Convert this Nim block to C#, preserving its control flow and logic.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Preserve the algorithm and functionality while converting the code from Nim to C#.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Write the same code in C++ as shown below in Nim.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Convert this Nim snippet to C++ and keep its semantics consistent.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Translate this program into Java but keep the logic exactly as in Nim.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Convert this Nim snippet to Java and keep its semantics consistent.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write the same code in Python as shown below in Nim.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Ensure the translated Python code behaves exactly like the original Nim snippet.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Produce a functionally identical VB code for the snippet given in Nim.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Rewrite the snippet below in VB so it works the same as the original Nim code.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Rewrite this program in Go while keeping its functionality equivalent to the Nim version.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Maintain the same structure and functionality when rewriting this code in Go.
import strformat, strutils type Vector3 = array[1..3, float] proc `$`(a: Vector3): string = result = "(" for x in a: result.addSep(", ", 1) result.add &"{x}" result.add ')' proc cross(a, b: Vector3): Vector3 = result = [a[2]*b[3] - a[3]*b[2], a[3]*b[1] - a[1]*b[3], a[1]*b[2] - a[2]*b[1]] proc dot(a, b: Vector3): float = for i in a.low..a.high: result += a[i] * b[i] proc scalarTriple(a, b, c: Vector3): float = a.dot(b.cross(c)) proc vectorTriple(a, b, c: Vector3): Vector3 = a.cross(b.cross(c)) let a = [3.0, 4.0, 5.0] b = [4.0, 3.0, 5.0] c = [-5.0, -12.0, -13.0] echo &"a ⨯ b = {a.cross(b)}" echo &"a . b = {a.dot(b)}" echo &"a . (b ⨯ c) = {scalarTriple(a, b, c)}" echo &"a ⨯ (b ⨯ c) = {vectorTriple(a, b, c)}"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Produce a functionally identical C code for the snippet given in OCaml.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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 OCaml function in C with identical behavior.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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; }
Convert this OCaml block to C#, preserving its control flow and logic.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple a b c)); ;;
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Convert this OCaml block to C#, preserving its control flow and logic.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple a b c)); ;;
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Translate this program into C++ but keep the logic exactly as in OCaml.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple a b c)); ;;
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Convert this OCaml block to C++, preserving its control flow and logic.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple a b c)); ;;
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Rewrite this program in Java while keeping its functionality equivalent to the OCaml version.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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)); } }
Translate this program into Java but keep the logic exactly as in OCaml.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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)); } }
Translate the given OCaml code snippet into Python without altering its behavior.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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),))
Produce a language-to-language conversion: from OCaml to Python, same semantics.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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),))
Preserve the algorithm and functionality while converting the code from OCaml to VB.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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
Produce a language-to-language conversion: from OCaml to VB, same semantics.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple a b c)); ;;
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Keep all operations the same but rewrite the snippet in Go.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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)) }
Transform the following OCaml implementation into Go, maintaining the same output and logic.
let a = (3.0, 4.0, 5.0) let b = (4.0, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) let string_of_vector (x,y,z) = Printf.sprintf "(%g, %g, %g)" x y z let dot (a1, a2, a3) (b1, b2, b3) = (a1 *. b1) +. (a2 *. b2) +. (a3 *. b3) let cross (a1, a2, a3) (b1, b2, b3) = (a2 *. b3 -. a3 *. b2, a3 *. b1 -. a1 *. b3, a1 *. b2 -. a2 *. b1) let scalar_triple a b c = dot a (cross b c) let vector_triple a b c = cross a (cross b c) let () = Printf.printf "a: %s\n" (string_of_vector a); Printf.printf "b: %s\n" (string_of_vector b); Printf.printf "c: %s\n" (string_of_vector c); Printf.printf "a . b = %g\n" (dot a b); Printf.printf "a x b = %s\n" (string_of_vector (cross a b)); Printf.printf "a . (b x c) = %g\n" (scalar_triple a b c); Printf.printf "a x (b x c) = %s\n" (string_of_vector (vector_triple 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)) }
Can you help me rewrite this code in C instead of Pascal, keeping it the same logically?
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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 Pascal implementation into C, maintaining the same output and logic.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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; }
Preserve the algorithm and functionality while converting the code from Pascal to C#.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)); } }
Write the same algorithm in C# as shown in this Pascal implementation.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)); } }
Write the same code in C++ as shown below in Pascal.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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 ; }
Transform the following Pascal implementation into C++, maintaining the same output and logic.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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 ; }
Produce a language-to-language conversion: from Pascal to Java, same semantics.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)); } }
Preserve the algorithm and functionality while converting the code from Pascal to Java.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)); } }
Convert the following code from Pascal to Python, ensuring the logic remains intact.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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),))
Convert this Pascal block to Python, preserving its control flow and logic.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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),))
Preserve the algorithm and functionality while converting the code from Pascal to VB.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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
Ensure the translated VB code behaves exactly like the original Pascal snippet.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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
Write a version of this Pascal function in Go with identical behavior.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)) }
Write a version of this Pascal function in Go with identical behavior.
Program VectorProduct (output); type Tvector = record x, y, z: double end; function dotProduct(a, b: Tvector): double; begin dotProduct := a.x*b.x + a.y*b.y + a.z*b.z; end; function crossProduct(a, b: Tvector): Tvector; begin crossProduct.x := a.y*b.z - a.z*b.y; crossProduct.y := a.z*b.x - a.x*b.z; crossProduct.z := a.x*b.y - a.y*b.x; end; function scalarTripleProduct(a, b, c: Tvector): double; begin scalarTripleProduct := dotProduct(a, crossProduct(b, c)); end; function vectorTripleProduct(a, b, c: Tvector): Tvector; begin vectorTripleProduct := crossProduct(a, crossProduct(b, c)); end; procedure printVector(a: Tvector); begin writeln(a.x:15:8, a.y:15:8, a.z:15:8); end; var a: Tvector = (x: 3; y: 4; z: 5); b: Tvector = (x: 4; y: 3; z: 5); c: Tvector = (x:-5; y:-12; z:-13); begin write('a: '); printVector(a); write('b: '); printVector(b); write('c: '); printVector(c); writeln('a . b: ', dotProduct(a,b):15:8); write('a x b: '); printVector(crossProduct(a,b)); writeln('a . (b x c): ', scalarTripleProduct(a,b,c):15:8); write('a x (b x c): '); printVector(vectorTripleProduct(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)) }
Generate an equivalent C version of this Perl code.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
#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 language-to-language conversion: from Perl to C#, same semantics.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
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 Perl.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Transform the following Perl implementation into C++, maintaining the same output and logic.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
#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 Perl code.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
#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 Perl code snippet into Java without altering its behavior.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Preserve the algorithm and functionality while converting the code from Perl to Java.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Maintain the same structure and functionality when rewriting this code in Python.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
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),))
Ensure the translated Python code behaves exactly like the original Perl snippet.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
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.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
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 Perl.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Produce a functionally identical Go code for the snippet given in Perl.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Write the same algorithm in Go as shown in this Perl implementation.
package Vector; use List::Util 'sum'; use List::MoreUtils 'pairwise'; sub new { shift; bless [@_] } use overload ( '""' => sub { "(@{+shift})" }, '&' => sub { sum pairwise { $a * $b } @{+shift}, @{+shift} }, '^' => sub { my @a = @{+shift}; my @b = @{+shift}; bless [ $a[1]*$b[2] - $a[2]*$b[1], $a[2]*$b[0] - $a[0]*$b[2], $a[0]*$b[1] - $a[1]*$b[0] ] }, ); package main; my $a = Vector->new(3, 4, 5); my $b = Vector->new(4, 3, 5); my $c = Vector->new(-5, -12, -13); print "a = $a b = $b c = $c\n"; print "$a . $b = ", $a & $b, "\n"; print "$a x $b = ", $a ^ $b, "\n"; print "$a . ($b x $c) = ", $a & ($b ^ $c), "\n"; print "$a x ($b x $c) = ", $a ^ ($b ^ $c), "\n";
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Rewrite the snippet below in C so it works the same as the original PowerShell code.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Change the following PowerShell code into C without altering its purpose.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Write the same code in C# as shown below in PowerShell.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Produce a functionally identical C# code for the snippet given in PowerShell.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Generate an equivalent C++ version of this PowerShell code.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Change the programming language of this snippet from PowerShell to C++ without modifying what it does.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Convert the following code from PowerShell to Java, ensuring the logic remains intact.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Keep all operations the same but rewrite the snippet in Java.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Write the same algorithm in Python as shown in this PowerShell implementation.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Transform the following PowerShell implementation into Python, maintaining the same output and logic.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Please provide an equivalent version of this PowerShell code in VB.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Port the following code from PowerShell to VB with equivalent syntax and logic.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Port the provided PowerShell code into Go while preserving the original functionality.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Rewrite this program in Go while keeping its functionality equivalent to the PowerShell version.
function dot-product($a,$b) { $a[0]*$b[0] + $a[1]*$b[1] + $a[2]*$b[2] } function cross-product($a,$b) { $v1 = $a[1]*$b[2] - $a[2]*$b[1] $v2 = $a[2]*$b[0] - $a[0]*$b[2] $v3 = $a[0]*$b[1] - $a[1]*$b[0] @($v1,$v2,$v3) } function scalar-triple-product($a,$b,$c) { dot-product $a (cross-product $b $c) } function vector-triple-product($a,$b) { cross-product $a (cross-product $b $c) } $a = @(3, 4, 5) $b = @(4, 3, 5) $c = @(-5, -12, -13) "a.b = $(dot-product $a $b)" "axb = $(cross-product $a $b)" "a.(bxc) = $(scalar-triple-product $a $b $c)" "ax(bxc) = $(vector-triple-product $a $b $c)"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Port the following code from Racket to C with equivalent syntax and logic.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Can you help me rewrite this code in C instead of Racket, keeping it the same logically?
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Ensure the translated C# code behaves exactly like the original Racket snippet.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Transform the following Racket implementation into C#, maintaining the same output and logic.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Convert this Racket snippet to C++ and keep its semantics consistent.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Generate an equivalent C++ version of this Racket code.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Transform the following Racket implementation into Java, maintaining the same output and logic.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Port the following code from Racket to Java with equivalent syntax and logic.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Can you help me rewrite this code in Python instead of Racket, keeping it the same logically?
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Generate an equivalent Python version of this Racket code.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Maintain the same structure and functionality when rewriting this code in VB.
#lang racket (define (dot-product X Y) (for/sum ([x (in-vector X)] [y (in-vector Y)]) (* x y))) (define (cross-product X Y) (define len (vector-length X)) (for/vector ([n len]) (define (ref V i) (vector-ref V (modulo (+ n i) len))) (- (* (ref X 1) (ref Y 2)) (* (ref X 2) (ref Y 1))))) (define (scalar-triple-product X Y Z) (dot-product X (cross-product Y Z))) (define (vector-triple-product X Y Z) (cross-product X (cross-product Y Z))) (define A '#(3 4 5)) (define B '#(4 3 5)) (define C '#(-5 -12 -13)) (printf "A = ~s\n" A) (printf "B = ~s\n" B) (printf "C = ~s\n" C) (newline) (printf "A . B = ~s\n" (dot-product A B)) (printf "A x B = ~s\n" (cross-product A B)) (printf "A . B x C = ~s\n" (scalar-triple-product A B C)) (printf "A x B x C = ~s\n" (vector-triple-product A B C))
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub