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Preserve the algorithm and functionality while converting the code from Racket to 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-t...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Can you help me rewrite this code in Go 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-t...
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,...
Please provide an equivalent version of this Racket code in Go.
#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-t...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Translate the given REXX code snippet into C without altering its behavior.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Port the provided REXX code into C while preserving the original functionality.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Rewrite this program in C# while keeping its functionality equivalent to the REXX version.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Please provide an equivalent version of this REXX code in C#.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Convert this REXX snippet to C++ and keep its semantics consistent.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Produce a functionally identical C++ code for the snippet given in REXX.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
#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 + ...
Preserve the algorithm and functionality while converting the code from REXX to Java.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Convert the following code from REXX to Java, ensuring the logic remains intact.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Rewrite the snippet below in Python so it works the same as the original REXX code.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Rewrite this program in Python while keeping its functionality equivalent to the REXX version.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Translate the given REXX code snippet into VB without altering its behavior.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Port the following code from REXX to VB with equivalent syntax and logic.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Translate this program into Go but keep the logic exactly as in REXX.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Write a version of this REXX function in Go with identical behavior.
a = .vector~new(3, 4, 5); b = .vector~new(4, 3, 5); c = .vector~new(-5, -12, -13); say a~dot(b) say a~cross(b) say a~scalarTriple(b, c) say a~vectorTriple(b, c) ::class vector ::method init expose x y z use arg x, y, z ::attribute x get ::attribute y get ::attribute z get -- dot product operation ::method dot ...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Translate the given Ruby code snippet into C without altering its behavior.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Ensure the translated C code behaves exactly like the original Ruby snippet.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Write the same algorithm in C# as shown in this Ruby implementation.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Produce a functionally identical C# code for the snippet given in Ruby.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Rewrite this program in C++ while keeping its functionality equivalent to the Ruby version.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Port the following code from Ruby to C++ with equivalent syntax and logic.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
#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 + ...
Change the programming language of this snippet from Ruby to Java without modifying what it does.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Write the same code in Java as shown below in Ruby.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Can you help me rewrite this code in Python instead of Ruby, keeping it the same logically?
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Keep all operations the same but rewrite the snippet in Python.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Change the following Ruby code into VB without altering its purpose.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Please provide an equivalent version of this Ruby code in VB.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Rewrite the snippet below in Go so it works the same as the original Ruby code.
class Vector property x, y, z def initialize(@x : Int64, @y : Int64, @z : Int64) end def dot_product(other : Vector) (self.x * other.x) + (self.y * other.y) + (self.z * other.z) end def cross_product(other : Vector) Vector.new(self.y * other.z - self.z * other.y, self.z * o...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Write the same algorithm in C as shown in this Scala implementation.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Convert this Scala block to C#, preserving its control flow and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Change the following Scala code into C# without altering its purpose.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Convert the following code from Scala to C++, ensuring the logic remains intact.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Write the same code in C++ as shown below in Scala.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Ensure the translated Java code behaves exactly like the original Scala snippet.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Port the provided Scala code into Java while preserving the original functionality.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Ensure the translated Python code behaves exactly like the original Scala snippet.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Convert this Scala block to Python, preserving its control flow and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Port the following code from Scala to VB with equivalent syntax and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Preserve the algorithm and functionality while converting the code from Scala to VB.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Generate a Go translation of this Scala snippet without changing its computational steps.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
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,...
Rewrite the snippet below in Go so it works the same as the original Scala code.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vect...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Convert this Swift snippet to C and keep its semantics consistent.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Convert the following code from Swift to C, ensuring the logic remains intact.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Produce a language-to-language conversion: from Swift to C#, same semantics.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Can you help me rewrite this code in C# instead of Swift, keeping it the same logically?
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Generate a C++ translation of this Swift snippet without changing its computational steps.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
#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 + ...
Transform the following Swift implementation into C++, maintaining the same output and logic.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Produce a language-to-language conversion: from Swift to Java, same semantics.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Change the following Swift code into Java without altering its purpose.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Produce a functionally identical Python code for the snippet given in Swift.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Generate an equivalent Python version of this Swift code.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Translate the given Swift code snippet into VB without altering its behavior.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Write the same algorithm in VB as shown in this Swift implementation.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Keep all operations the same but rewrite the snippet in Go.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
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,...
Rewrite the snippet below in Go so it works the same as the original Swift code.
import Foundation infix operator • : MultiplicationPrecedence infix operator × : MultiplicationPrecedence public struct Vector { public var x = 0.0 public var y = 0.0 public var z = 0.0 public init(x: Double, y: Double, z: Double) { (self.x, self.y, self.z) = (x, y, z) } public static func • (lhs: V...
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,...
Ensure the translated C code behaves exactly like the original Tcl snippet.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Write the same code in C as shown below in Tcl.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } f...
Transform the following Tcl implementation into C#, maintaining the same output and logic.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Translate this program into C# but keep the logic exactly as in Tcl.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { r...
Rewrite this program in C++ while keeping its functionality equivalent to the Tcl version.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + ...
Produce a functionally identical C++ code for the snippet given in Tcl.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
#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 + ...
Generate a Java translation of this Tcl snippet without changing its computational steps.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Convert this Tcl snippet to Java and keep its semantics consistent.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.dou...
Change the following Tcl code into Python without altering its purpose.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Convert the following code from Tcl to Python, ensuring the logic remains intact.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scal...
Convert the following code from Tcl to VB, ensuring the logic remains intact.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Transform the following Tcl implementation into VB, maintaining the same output and logic.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Funct...
Convert this Tcl snippet to Go and keep its semantics consistent.
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
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,...
Can you help me rewrite this code in Go instead of Tcl, keeping it the same logically?
proc dot {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 expr {$a1*$b1 + $a2*$b2 + $a3*$b3} } proc cross {A B} { lassign $A a1 a2 a3 lassign $B b1 b2 b3 list [expr {$a2*$b3 - $a3*$b2}] \ [expr {$a3*$b1 - $a1*$b3}] \ [expr {$a1*$b2 - $a2*$b1}] } proc scalarTriple {A B C} { dot $A [cross $...
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z,...
Write a version of this Rust function in PHP with identical behavior.
#[derive(Debug)] struct Vector { x: f64, y: f64, z: f64, } impl Vector { fn new(x: f64, y: f64, z: f64) -> Self { Vector { x: x, y: y, z: z, } } fn dot_product(&self, other: &Vector) -> f64 { (self.x * other.x) + (self.y * other.y) + ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Rewrite this program in PHP while keeping its functionality equivalent to the Rust version.
#[derive(Debug)] struct Vector { x: f64, y: f64, z: f64, } impl Vector { fn new(x: f64, y: f64, z: f64) -> Self { Vector { x: x, y: y, z: z, } } fn dot_product(&self, other: &Vector) -> f64 { (self.x * other.x) + (self.y * other.y) + ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Translate this program into PHP but keep the logic exactly as in Ada.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Generate an equivalent PHP version of this Ada code.
with Ada.Text_IO; procedure Vector is type Float_Vector is array (Positive range <>) of Float; package Float_IO is new Ada.Text_IO.Float_IO (Float); procedure Vector_Put (X : Float_Vector) is begin Ada.Text_IO.Put ("("); for I in X'Range loop Float_IO.Put (X (I), Aft => 1, Exp => 0); ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Write the same code in PHP as shown below in Arturo.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Port the provided Arturo code into PHP while preserving the original functionality.
dot: function [a b][ sum map couple a b => product ] cross: function [a b][ A: (a\1 * b\2) - a\2 * b\1 B: (a\2 * b\0) - a\0 * b\2 C: (a\0 * b\1) - a\1 * b\0 @[A B C] ] stp: function [a b c][ dot a cross b c ] vtp: function [a b c][ cross a cross b c ] a: [3 4 5] b: [4 3 5] c: @[neg ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Change the following AutoHotKey code into PHP without altering its purpose.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = "...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Write the same algorithm in PHP as shown in this AutoHotKey implementation.
V := {a: [3, 4, 5], b: [4, 3, 5], c: [-5, -12, -13]} for key, val in V Out .= key " = (" val[1] ", " val[2] ", " val[3] ")`n" CP := CrossProduct(V.a, V.b) VTP := VectorTripleProduct(V.a, V.b, V.c) MsgBox, % Out "`na • b = " DotProduct(V.a, V.b) "`n" . "a x b = (" CP[1] ", " CP[2] ", " CP[3] ")`n" . "a • b x c = "...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Ensure the translated PHP code behaves exactly like the original AWK snippet.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Produce a language-to-language conversion: from AWK to PHP, same semantics.
BEGIN { a[1] = 3; a[2]= 4; a[3] = 5; b[1] = 4; b[2]= 3; b[3] = 5; c[1] = -5; c[2]= -12; c[3] = -13; print "a = ",printVec(a); print "b = ",printVec(b); print "c = ",printVec(c); print "a.b = ",dot(a,b); cross(a,b,D);print "a.b = ",printVec(D); cross(b,c,D);print "...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Can you help me rewrite this code in PHP instead of BBC_Basic, keeping it the same logically?
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d())...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Generate an equivalent PHP version of this BBC_Basic code.
DIM a(2), b(2), c(2), d(2) a() = 3, 4, 5 b() = 4, 3, 5 c() = -5, -12, -13 PRINT "a . b = "; FNdot(a(),b()) PROCcross(a(),b(),d()) PRINT "a x b = (";d(0)", ";d(1)", ";d(2)")" PRINT "a . (b x c) = "; FNscalartriple(a(),b(),c()) PROCvectortriple(a(),b(),c(),d())...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Produce a language-to-language conversion: from Clojure to PHP, same semantics.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Please provide an equivalent version of this Clojure code in PHP.
(defrecord Vector [x y z]) (defn dot [U V] (+ (* (:x U) (:x V)) (* (:y U) (:y V)) (* (:z U) (:z V)))) (defn cross [U V] (new Vector (- (* (:y U) (:z V)) (* (:z U) (:y V))) (- (* (:z U) (:x V)) (* (:x U) (:z V))) (- (* (:x U) (:y V)) (* (:y U) (:x V))))) (let [a (new Vector 3 4 ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Convert the following code from Common_Lisp to PHP, ensuring the logic remains intact.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Write the same algorithm in PHP as shown in this Common_Lisp implementation.
(defclass 3d-vector () ((x :type number :initarg :x) (y :type number :initarg :y) (z :type number :initarg :z))) (defmethod print-object ((object 3d-vector) stream) (print-unreadable-object (object stream :type t) (with-slots (x y z) object (format stream "~a ~a ~a" x y z)))) (defun make-3d-vector...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Write the same algorithm in PHP as shown in this D implementation.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Change the programming language of this snippet from D to PHP without modifying what it does.
import std.stdio, std.conv, std.numeric; struct V3 { union { immutable struct { double x, y, z; } immutable double[3] v; } double dot(in V3 rhs) const pure nothrow @nogc { return dotProduct(v, rhs.v); } V3 cross(in V3 rhs) const pure nothrow @safe @nogc { return V...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Translate the given Elixir code snippet into PHP without altering its behavior.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_p...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Convert this Elixir snippet to PHP and keep its semantics consistent.
defmodule Vector do def dot_product({a1,a2,a3}, {b1,b2,b3}), do: a1*b1 + a2*b2 + a3*b3 def cross_product({a1,a2,a3}, {b1,b2,b3}), do: {a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1} def scalar_triple_product(a, b, c), do: dot_product(a, cross_product(b, c)) def vector_triple_product(a, b, c), do: cross_p...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Generate an equivalent PHP version of this Erlang code.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vec...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Port the following code from Erlang to PHP with equivalent syntax and logic.
-module(vector). -export([main/0]). vector_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=[X2*Y3-X3*Y2,X3*Y1-X1*Y3,X1*Y2-X2*Y1], Ans. dot_product(X,Y)-> [X1,X2,X3]=X, [Y1,Y2,Y3]=Y, Ans=X1*Y1+X2*Y2+X3*Y3, io:fwrite("~p~n",[Ans]). main()-> {ok, A} = io:fread("Enter vector A : ", "~d ~d ~d"), {ok, B} = io:fread("Enter vec...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Produce a functionally identical PHP code for the snippet given in F#.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Write the same algorithm in PHP as shown in this F# implementation.
let dot (ax, ay, az) (bx, by, bz) = ax * bx + ay * by + az * bz let cross (ax, ay, az) (bx, by, bz) = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) let scalTrip a b c = dot a (cross b c) let vecTrip a b c = cross a (cross b c) [<EntryPoint>] let main _ = let a = (3.0, 4.0, 5.0) let b = (4.0...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Please provide an equivalent version of this Factor code in PHP.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-tri...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Ensure the translated PHP code behaves exactly like the original Factor snippet.
USING: arrays io locals math prettyprint sequences ; : dot-product ( a b -- dp ) [ * ] 2map sum ; :: cross-product ( a b -- cp ) a first :> a1 a second :> a2 a third :> a3 b first :> b1 b second :> b2 b third :> b3 a2 b3 * a3 b2 * - a3 b1 * a1 b3 * - a1 b2 * a2 b1 * - 3array ; : scalar-tri...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Generate an equivalent PHP version of this Forth code.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Port the provided Forth code into PHP while preserving the original functionality.
: 3f! dup float+ dup float+ f! f! f! ; : Vector create here [ 3 floats ] literal allot 3f! ; : >fx@ postpone f@ ; immediate : >fy@ float+ f@ ; : >fz@ float+ float+ f@ ; : .Vector dup >fz@ dup >fy@ >fx@ f. f. f. ; : Dot* 2dup >fx@ >fx@ f* 2dup >fy@ >fy@ f* f+ >fz@ >fz@ ...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...
Can you help me rewrite this code in PHP instead of Fortran, keeping it the same logically?
program VectorProducts real, dimension(3) :: a, b, c a = (/ 3, 4, 5 /) b = (/ 4, 3, 5 /) c = (/ -5, -12, -13 /) print *, dot_product(a, b) print *, cross_product(a, b) print *, s3_product(a, b, c) print *, v3_product(a, b, c) contains function cross_product(a, b) real, dimension(3) :: cross_...
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'...