Instruction
stringlengths
45
106
input_code
stringlengths
1
13.7k
output_code
stringlengths
1
13.7k
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-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
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-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))
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Please provide an equivalent version of this 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-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))
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 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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Translate the given 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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Port the following code from 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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Write a version of this 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 expose x y z use strict arg other return x * other~x + y * other~y + z * other~z -- cross product operation ::method cross expose x y z use strict arg other newX = y * other~z - z * other~y newY = z * other~x - x * other~z newZ = x * other~y - y * other~x return self~class~new(newX, newY, newZ) -- scalar triple product ::method scalarTriple use strict arg vectorB, vectorC return self~dot(vectorB~cross(vectorC)) -- vector triple product ::method vectorTriple use strict arg vectorB, vectorC return self~cross(vectorB~cross(vectorC)) ::method string expose x y z return "<"||x", "y", "z">"
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross c) =
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Rewrite this program in C++ while keeping its functionality equivalent to the 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross c) =
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Port the 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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),))
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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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),))
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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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 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 * other.x - self.x * other.z, self.x * other.y - self.y * other.x) end def scalar_triple_product(b : Vector, c : Vector) self.dot_product(b.cross_product(c)) end def vector_triple_product(b : Vector, c : Vector) self.cross_product(b.cross_product(c)) end def to_s "( end end a = Vector.new(3, 4, 5) b = Vector.new(4, 3, 5) c = Vector.new(-5, -12, -13) puts "a = puts "b = puts "c = puts "a dot b = puts "a cross b = puts "a dot (b cross c) = puts "a cross (b cross 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)) }
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 vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Convert this Scala block to C#, preserving its control flow and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Change the following Scala code into C# without altering its purpose.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Convert the following code from Scala to C++, ensuring the logic remains intact.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Write the same code in C++ as shown below in Scala.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Ensure the translated Java code behaves exactly like the original Scala snippet.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Port the provided Scala code into Java while preserving the original functionality.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Ensure the translated Python code behaves exactly like the original Scala snippet.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Convert this Scala block to Python, preserving its control flow and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Port the following code from Scala to VB with equivalent syntax and logic.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Preserve the algorithm and functionality while converting the code from Scala to VB.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Generate a Go translation of this Scala snippet without changing its computational steps.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(b, c)}") }
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Rewrite the snippet below in Go so it works the same as the original Scala code.
class Vector3D(val x: Double, val y: Double, val z: Double) { infix fun dot(v: Vector3D) = x * v.x + y * v.y + z * v.z infix fun cross(v: Vector3D) = Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x) fun scalarTriple(v: Vector3D, w: Vector3D) = this dot (v cross w) fun vectorTriple(v: Vector3D, w: Vector3D) = this cross (v cross w) override fun toString() = "($x, $y, $z)" } fun main(args: Array<String>) { val a = Vector3D(3.0, 4.0, 5.0) val b = Vector3D(4.0, 3.0, 5.0) val c = Vector3D(-5.0, -12.0, -13.0) println("a = $a") println("b = $b") println("c = $c") println() println("a . b = ${a dot b}") println("a x b = ${a cross b}") println("a . b x c = ${a.scalarTriple(b, c)}") println("a x b x c = ${a.vectorTriple(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)) }
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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Produce a 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Can you help me rewrite this code in C# instead of 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Produce a language-to-language conversion: from 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
public class VectorProds{ public static class Vector3D<T extends Number>{ private T a, b, c; public Vector3D(T a, T b, T c){ this.a = a; this.b = b; this.c = c; } public double dot(Vector3D<?> vec){ return (a.doubleValue() * vec.a.doubleValue() + b.doubleValue() * vec.b.doubleValue() + c.doubleValue() * vec.c.doubleValue()); } public Vector3D<Double> cross(Vector3D<?> vec){ Double newA = b.doubleValue()*vec.c.doubleValue() - c.doubleValue()*vec.b.doubleValue(); Double newB = c.doubleValue()*vec.a.doubleValue() - a.doubleValue()*vec.c.doubleValue(); Double newC = a.doubleValue()*vec.b.doubleValue() - b.doubleValue()*vec.a.doubleValue(); return new Vector3D<Double>(newA, newB, newC); } public double scalTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.dot(vecB.cross(vecC)); } public Vector3D<Double> vecTrip(Vector3D<?> vecB, Vector3D<?> vecC){ return this.cross(vecB.cross(vecC)); } @Override public String toString(){ return "<" + a.toString() + ", " + b.toString() + ", " + c.toString() + ">"; } } public static void main(String[] args){ Vector3D<Integer> a = new Vector3D<Integer>(3, 4, 5); Vector3D<Integer> b = new Vector3D<Integer>(4, 3, 5); Vector3D<Integer> c = new Vector3D<Integer>(-5, -12, -13); System.out.println(a.dot(b)); System.out.println(a.cross(b)); System.out.println(a.scalTrip(b, c)); System.out.println(a.vecTrip(b, c)); } }
Change the following 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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)); } }
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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
def crossp(a, b): assert len(a) == len(b) == 3, 'For 3D vectors only' a1, a2, a3 = a b1, b2, b3 = b return (a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1) def dotp(a,b): assert len(a) == len(b), 'Vector sizes must match' return sum(aterm * bterm for aterm,bterm in zip(a, b)) def scalartriplep(a, b, c): return dotp(a, crossp(b, c)) def vectortriplep(a, b, c): return crossp(a, crossp(b, c)) if __name__ == '__main__': a, b, c = (3, 4, 5), (4, 3, 5), (-5, -12, -13) print("a = %r; b = %r; c = %r" % (a, b, c)) print("a . b = %r" % dotp(a,b)) print("a x b = %r" % (crossp(a,b),)) print("a . (b x c) = %r" % scalartriplep(a, b, c)) print("a x (b x c) = %r" % (vectortriplep(a, b, c),))
Translate the given 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
Option Base 1 Function dot_product(a As Variant, b As Variant) As Variant dot_product = WorksheetFunction.SumProduct(a, b) End Function Function cross_product(a As Variant, b As Variant) As Variant cross_product = Array(a(2) * b(3) - a(3) * b(2), a(3) * b(1) - a(1) * b(3), a(1) * b(2) - a(2) * b(1)) End Function Function scalar_triple_product(a As Variant, b As Variant, c As Variant) As Variant scalar_triple_product = dot_product(a, cross_product(b, c)) End Function Function vector_triple_product(a As Variant, b As Variant, c As Variant) As Variant vector_triple_product = cross_product(a, cross_product(b, c)) End Function Public Sub main() a = [{3, 4, 5}] b = [{4, 3, 5}] c = [{-5, -12, -13}] Debug.Print " a . b = "; dot_product(a, b) Debug.Print " a x b = "; "("; Join(cross_product(a, b), ", "); ")" Debug.Print "a . (b x c) = "; scalar_triple_product(a, b, c) Debug.Print "a x (b x c) = "; "("; Join(vector_triple_product(a, b, c), ", "); ")" End Sub
Write the same algorithm in VB as shown in this 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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.
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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(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 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: Vector, rhs: Vector) -> Double { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z } public static func × (lhs: Vector, rhs: Vector) -> Vector { return Vector( x: lhs.y * rhs.z - lhs.z * rhs.y, y: lhs.z * rhs.x - lhs.x * rhs.z, z: lhs.x * rhs.y - lhs.y * rhs.x ) } } let a = Vector(x: 3, y: 4, z: 5) let b = Vector(x: 4, y: 3, z: 5) let c = Vector(x: -5, y: -12, z: -13) print("a: \(a)") print("b: \(b)") print("c: \(c)") print() print("a • b = \(a • b)") print("a × b = \(a × b)") print("a • (b × c) = \(a • (b × c))") print("a × (b × c) = \(a × (b × c))")
package main import "fmt" type vector struct { x, y, z float64 } var ( a = vector{3, 4, 5} b = vector{4, 3, 5} c = vector{-5, -12, -13} ) func dot(a, b vector) float64 { return a.x*b.x + a.y*b.y + a.z*b.z } func cross(a, b vector) vector { return vector{a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x} } func s3(a, b, c vector) float64 { return dot(a, cross(b, c)) } func v3(a, b, c vector) vector { return cross(a, cross(b, c)) } func main() { fmt.Println(dot(a, b)) fmt.Println(cross(a, b)) fmt.Println(s3(a, b, c)) fmt.Println(v3(a, b, c)) }
Ensure the translated C code behaves exactly like the original 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 $B $C] } proc vectorTriple {A 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; }
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 $B $C] } proc vectorTriple {A B C} { cross $A [cross $B $C] }
#include<stdio.h> typedef struct{ float i,j,k; }Vector; Vector a = {3, 4, 5},b = {4, 3, 5},c = {-5, -12, -13}; float dotProduct(Vector a, Vector b) { return a.i*b.i+a.j*b.j+a.k*b.k; } Vector crossProduct(Vector a,Vector b) { Vector c = {a.j*b.k - a.k*b.j, a.k*b.i - a.i*b.k, a.i*b.j - a.j*b.i}; return c; } float scalarTripleProduct(Vector a,Vector b,Vector c) { return dotProduct(a,crossProduct(b,c)); } Vector vectorTripleProduct(Vector a,Vector b,Vector c) { return crossProduct(a,crossProduct(b,c)); } void printVector(Vector a) { printf("( %f, %f, %f)",a.i,a.j,a.k); } int main() { printf("\n a = "); printVector(a); printf("\n b = "); printVector(b); printf("\n c = "); printVector(c); printf("\n a . b = %f",dotProduct(a,b)); printf("\n a x b = "); printVector(crossProduct(a,b)); printf("\n a . (b x c) = %f",scalarTripleProduct(a,b,c)); printf("\n a x (b x c) = "); printVector(vectorTripleProduct(a,b,c)); return 0; }
Transform the following 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 $B $C] } proc vectorTriple {A 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)); } }
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 $B $C] } proc vectorTriple {A B C} { cross $A [cross $B $C] }
using System; using System.Windows.Media.Media3D; class VectorProducts { static double ScalarTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.DotProduct(a, Vector3D.CrossProduct(b, c)); } static Vector3D VectorTripleProduct(Vector3D a, Vector3D b, Vector3D c) { return Vector3D.CrossProduct(a, Vector3D.CrossProduct(b, c)); } static void Main() { var a = new Vector3D(3, 4, 5); var b = new Vector3D(4, 3, 5); var c = new Vector3D(-5, -12, -13); Console.WriteLine(Vector3D.DotProduct(a, b)); Console.WriteLine(Vector3D.CrossProduct(a, b)); Console.WriteLine(ScalarTripleProduct(a, b, c)); Console.WriteLine(VectorTripleProduct(a, b, c)); } }
Rewrite this program in C++ while keeping its functionality equivalent to the 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 $B $C] } proc vectorTriple {A B C} { cross $A [cross $B $C] }
#include <iostream> template< class T > class D3Vector { template< class U > friend std::ostream & operator<<( std::ostream & , const D3Vector<U> & ) ; public : D3Vector( T a , T b , T c ) { x = a ; y = b ; z = c ; } T dotproduct ( const D3Vector & rhs ) { T scalar = x * rhs.x + y * rhs.y + z * rhs.z ; return scalar ; } D3Vector crossproduct ( const D3Vector & rhs ) { T a = y * rhs.z - z * rhs.y ; T b = z * rhs.x - x * rhs.z ; T c = x * rhs.y - y * rhs.x ; D3Vector product( a , b , c ) ; return product ; } D3Vector triplevec( D3Vector & a , D3Vector & b ) { return crossproduct ( a.crossproduct( b ) ) ; } T triplescal( D3Vector & a, D3Vector & b ) { return dotproduct( a.crossproduct( b ) ) ; } private : T x , y , z ; } ; template< class T > std::ostream & operator<< ( std::ostream & os , const D3Vector<T> & vec ) { os << "( " << vec.x << " , " << vec.y << " , " << vec.z << " )" ; return os ; } int main( ) { D3Vector<int> a( 3 , 4 , 5 ) , b ( 4 , 3 , 5 ) , c( -5 , -12 , -13 ) ; std::cout << "a . b : " << a.dotproduct( b ) << "\n" ; std::cout << "a x b : " << a.crossproduct( b ) << "\n" ; std::cout << "a . b x c : " << a.triplescal( b , c ) << "\n" ; std::cout << "a x b x c : " << a.triplevec( b , c ) << "\n" ; return 0 ; }
Produce a 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 $B $C] } proc vectorTriple {A 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 ; }
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 $B $C] } proc vectorTriple {A 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)); } }
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 $B $C] } proc vectorTriple {A 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)); } }
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 $B $C] } proc vectorTriple {A 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 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 $B $C] } proc vectorTriple {A 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 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 $B $C] } proc vectorTriple {A 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
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 $B $C] } proc vectorTriple {A 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
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 $B $C] } proc vectorTriple {A 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)) }
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 $B $C] } proc vectorTriple {A 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)) }
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) + (self.z * other.z) } fn cross_product(&self, other: &Vector) -> Vector { Vector::new(self.y * other.z - self.z * other.y, self.z * other.x - self.x * other.z, self.x * other.y - self.y * other.x) } fn scalar_triple_product(&self, b: &Vector, c: &Vector) -> f64 { self.dot_product(&b.cross_product(&c)) } fn vector_triple_product(&self, b: &Vector, c: &Vector) -> Vector { self.cross_product(&b.cross_product(&c)) } } fn main(){ let a = Vector::new(3.0, 4.0, 5.0); let b = Vector::new(4.0, 3.0, 5.0); let c = Vector::new(-5.0, -12.0, -13.0); println!("a . b = {}", a.dot_product(&b)); println!("a x b = {:?}", a.cross_product(&b)); println!("a . (b x c) = {}", a.scalar_triple_product(&b, &c)); println!("a x (b x c) = {:?}", a.vector_triple_product(&b, &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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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) + (self.z * other.z) } fn cross_product(&self, other: &Vector) -> Vector { Vector::new(self.y * other.z - self.z * other.y, self.z * other.x - self.x * other.z, self.x * other.y - self.y * other.x) } fn scalar_triple_product(&self, b: &Vector, c: &Vector) -> f64 { self.dot_product(&b.cross_product(&c)) } fn vector_triple_product(&self, b: &Vector, c: &Vector) -> Vector { self.cross_product(&b.cross_product(&c)) } } fn main(){ let a = Vector::new(3.0, 4.0, 5.0); let b = Vector::new(4.0, 3.0, 5.0); let c = Vector::new(-5.0, -12.0, -13.0); println!("a . b = {}", a.dot_product(&b)); println!("a x b = {:?}", a.cross_product(&b)); println!("a . (b x c) = {}", a.scalar_triple_product(&b, &c)); println!("a x (b x c) = {:?}", a.vector_triple_product(&b, &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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end 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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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); if I /= X'Last then Ada.Text_IO.Put (", "); end if; end loop; Ada.Text_IO.Put (")"); end Vector_Put; function "*" (Left, Right : Float_Vector) return Float_Vector is begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in dot product"; end if; if Left'Length /= 3 then raise Constraint_Error with "dot product only implemented for R**3"; end if; return Float_Vector'(Left (Left'First + 1) * Right (Right'First + 2) - Left (Left'First + 2) * Right (Right'First + 1), Left (Left'First + 2) * Right (Right'First) - Left (Left'First) * Right (Right'First + 2), Left (Left'First) * Right (Right'First + 1) - Left (Left'First + 1) * Right (Right'First)); end "*"; function "*" (Left, Right : Float_Vector) return Float is Result : Float := 0.0; I, J : Positive; begin if Left'Length /= Right'Length then raise Constraint_Error with "vectors of different size in scalar product"; end if; I := Left'First; J := Right'First; while I <= Left'Last and then J <= Right'Last loop Result := Result + Left (I) * Right (J); I := I + 1; J := J + 1; end loop; return Result; end "*"; function "*" (Left : Float_Vector; Right : Float) return Float_Vector is Result : Float_Vector (Left'Range); begin for I in Left'Range loop Result (I) := Left (I) * Right; end loop; return Result; end "*"; A : constant Float_Vector := (3.0, 4.0, 5.0); B : constant Float_Vector := (4.0, 3.0, 5.0); C : constant Float_Vector := (-5.0, -12.0, -13.0); begin Ada.Text_IO.Put ("A: "); Vector_Put (A); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("B: "); Vector_Put (B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("C: "); Vector_Put (C); Ada.Text_IO.New_Line; Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot B = "); Float_IO.Put (A * B, Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x B = "); Vector_Put (A * B); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A dot (B x C) = "); Float_IO.Put (A * (B * C), Aft => 1, Exp => 0); Ada.Text_IO.New_Line; Ada.Text_IO.Put ("A x (B x C) = "); Vector_Put (A * Float_Vector'(B * C)); Ada.Text_IO.New_Line; end 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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b 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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
Port the 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 5 neg 12 neg 13] print ["a • b =", dot a b] print ["a x b =", cross a b] print ["a • (b x c) =", stp a b c] print ["a x (b x c) =", vtp a b 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'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 = " ScalerTripleProduct(V.a, V.b, V.c) "`n" . "a x b x c = (" VTP[1] ", " VTP[2] ", " VTP[3] ")" DotProduct(v1, v2) { return, v1[1] * v2[1] + v1[2] * v2[2] + v1[3] * v2[3] } CrossProduct(v1, v2) { return, [v1[2] * v2[3] - v1[3] * v2[2] , v1[3] * v2[1] - v1[1] * v2[3] , v1[1] * v2[2] - v1[2] * v2[1]] } ScalerTripleProduct(v1, v2, v3) { return, DotProduct(v1, CrossProduct(v2, v3)) } VectorTripleProduct(v1, v2, v3) { return, CrossProduct(v1, CrossProduct(v2, v3)) }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 "a.(b x c) = ",dot(a,D); cross(b,c,D);cross(a,D,E); print "a x (b x c) = ",printVec(E); } function dot(A,B) { return A[1]*B[1]+A[2]*B[2]+A[3]*B[3]; } function cross(A,B,C) { C[1] = A[2]*B[3]-A[3]*B[2]; C[2] = A[3]*B[1]-A[1]*B[3]; C[3] = A[1]*B[2]-A[2]*B[1]; } function printVec(C) { return "[ "C[1]" "C[2]" "C[3]" ]"; }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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()) PRINT "a x (b x c) = (";d(0)", ";d(1)", ";d(2)")" END DEF FNdot(A(),B()) LOCAL C() : DIM C(0,0) C() = A().B() = C(0,0) DEF PROCcross(A(),B(),C()) C() = A(1)*B(2)-A(2)*B(1), A(2)*B(0)-A(0)*B(2), A(0)*B(1)-A(1)*B(0) ENDPROC DEF FNscalartriple(A(),B(),C()) LOCAL D() : DIM D(2) PROCcross(B(),C(),D()) = FNdot(A(),D()) DEF PROCvectortriple(A(),B(),C(),D()) PROCcross(B(),C(),D()) PROCcross(A(),D(),D()) ENDPROC
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 5) b (new Vector 4 3 5) c (new Vector -5 -12 -13)] (doseq [prod (list (dot a b) (cross a b) (dot a (cross b c)) (cross a (cross b c)))] (println prod)))
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 (x y z) (make-instance '3d-vector :x x :y y :z z)) (defmethod dot-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (+ (* a1 b1) (* a2 b2) (* a3 b3))))) (defmethod cross-product ((a 3d-vector) (b 3d-vector)) (with-slots ((a1 x) (a2 y) (a3 z)) a (with-slots ((b1 x) (b2 y) (b3 z)) b (make-instance '3d-vector :x (- (* a2 b3) (* a3 b2)) :y (- (* a3 b1) (* a1 b3)) :z (- (* a1 b2) (* a2 b1)))))) (defmethod scalar-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (dot-product a (cross-product b c))) (defmethod vector-triple-product ((a 3d-vector) (b 3d-vector) (c 3d-vector)) (cross-product a (cross-product b c))) (defun vector-products-example () (let ((a (make-3d-vector 3 4 5)) (b (make-3d-vector 4 3 5)) (c (make-3d-vector -5 -12 -13))) (values (dot-product a b) (cross-product a b) (scalar-triple-product a b c) (vector-triple-product a b c))))
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(a, b, c)); }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 V3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } string toString() const { return v.text; } } double scalarTriple(in V3 a, in V3 b, in V3 c) pure nothrow { return a.dot(b.cross(c)); } V3 vectorTriple(in V3 a, in V3 b, in V3 c) @safe pure nothrow @nogc { return a.cross(b.cross(c)); } void main() { immutable V3 a = {3, 4, 5}, b = {4, 3, 5}, c = {-5, -12, -13}; writeln("a = ", a); writeln("b = ", b); writeln("c = ", c); writeln("a . b = ", a.dot(b)); writeln("a x b = ", a.cross(b)); writeln("a . (b x c) = ", scalarTriple(a, b, c)); writeln("a x (b x c) = ", vectorTriple(a, b, c)); }
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (b x c) =
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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_product(a, cross_product(b, c)) end a = {3, 4, 5} b = {4, 3, 5} c = {-5, -12, -13} IO.puts "a = IO.puts "b = IO.puts "c = IO.puts "a . b = IO.puts "a x b = IO.puts "a . (b x c) = IO.puts "a x (b x c) =
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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 vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
Port the following code from 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 vector B : ", "~d ~d ~d"), {ok, C} = io:fread("Enter vector C : ", "~d ~d ~d"), dot_product(A,B), Ans=vector_product(A,B), io:fwrite("~p,~p,~p~n",Ans), dot_product(C,vector_product(A,B)), io:fwrite("~p,~p,~p~n",vector_product(C,vector_product(A,B))).
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 0
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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, 3.0, 5.0) let c = (-5.0, -12.0, -13.0) printfn "%A" (dot a b) printfn "%A" (cross a b) printfn "%A" (scalTrip a b c) printfn "%A" (vecTrip a b c) 0
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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-triple-product ( a b c -- stp ) cross-product dot-product ; : vector-triple-product ( a b c -- vtp ) cross-product cross-product ; [let { 3 4 5 } :> a { 4 3 5 } :> b { -5 -12 -13 } :> c "a: " write a . "b: " write b . "c: " write c . nl "a . b: " write a b dot-product . "a x b: " write a b cross-product . "a . (b x c): " write a b c scalar-triple-product . "a x (b x c): " write a b c vector-triple-product . ]
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .Vector
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
Port the 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@ f* f+ ; : Cross* >r 2dup >fz@ >fy@ f* 2dup >fy@ >fz@ f* f- 2dup >fx@ >fz@ f* 2dup >fz@ >fx@ f* f- 2dup >fy@ >fx@ f* >fx@ >fy@ f* f- r> 3f! ; : ScalarTriple* >r pad Cross* pad r> Dot* ; : VectorTriple* >r swap r@ Cross* r> tuck Cross* ; 3e 4e 5e Vector A 4e 3e 5e Vector B -5e -12e -13e Vector C cr cr . A B Dot* f. cr . A B pad Cross* pad .Vector cr . A B C ScalarTriple* f. cr . A B C pad VectorTriple* pad .Vector
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>
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_product real, dimension(3), intent(in) :: a, b cross_product(1) = a(2)*b(3) - a(3)*b(2) cross_product(2) = a(3)*b(1) - a(1)*b(3) cross_product(3) = a(1)*b(2) - b(1)*a(2) end function cross_product function s3_product(a, b, c) real :: s3_product real, dimension(3), intent(in) :: a, b, c s3_product = dot_product(a, cross_product(b, c)) end function s3_product function v3_product(a, b, c) real, dimension(3) :: v3_product real, dimension(3), intent(in) :: a, b, c v3_product = cross_product(a, cross_product(b, c)) end function v3_product end program VectorProducts
<?php class Vector { private $values; public function setValues(array $values) { if (count($values) != 3) throw new Exception('Values must contain exactly 3 values'); foreach ($values as $value) if (!is_int($value) && !is_float($value)) throw new Exception('Value "' . $value . '" has an invalid type'); $this->values = $values; } public function getValues() { if ($this->values == null) $this->setValues(array ( 0, 0, 0 )); return $this->values; } public function Vector(array $values) { $this->setValues($values); } public static function dotProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return ($a[0] * $b[0]) + ($a[1] * $b[1]) + ($a[2] * $b[2]); } public static function crossProduct(Vector $va, Vector $vb) { $a = $va->getValues(); $b = $vb->getValues(); return new Vector(array ( ($a[1] * $b[2]) - ($a[2] * $b[1]), ($a[2] * $b[0]) - ($a[0] * $b[2]), ($a[0] * $b[1]) - ($a[1] * $b[0]) )); } public static function scalarTripleProduct(Vector $va, Vector $vb, Vector $vc) { return self::dotProduct($va, self::crossProduct($vb, $vc)); } public static function vectorTrippleProduct(Vector $va, Vector $vb, Vector $vc) { return self::crossProduct($va, self::crossProduct($vb, $vc)); } } class Program { public function Program() { $a = array ( 3, 4, 5 ); $b = array ( 4, 3, 5 ); $c = array ( -5, -12, -13 ); $va = new Vector($a); $vb = new Vector($b); $vc = new Vector($c); $result1 = Vector::dotProduct($va, $vb); $result2 = Vector::crossProduct($va, $vb)->getValues(); $result3 = Vector::scalarTripleProduct($va, $vb, $vc); $result4 = Vector::vectorTrippleProduct($va, $vb, $vc)->getValues(); printf("\n"); printf("A = (%0.2f, %0.2f, %0.2f)\n", $a[0], $a[1], $a[2]); printf("B = (%0.2f, %0.2f, %0.2f)\n", $b[0], $b[1], $b[2]); printf("C = (%0.2f, %0.2f, %0.2f)\n", $c[0], $c[1], $c[2]); printf("\n"); printf("A · B = %0.2f\n", $result1); printf("A × B = (%0.2f, %0.2f, %0.2f)\n", $result2[0], $result2[1], $result2[2]); printf("A · (B × C) = %0.2f\n", $result3); printf("A × (B × C) =(%0.2f, %0.2f, %0.2f)\n", $result4[0], $result4[1], $result4[2]); } } new Program(); ?>