Calculation of a sphere in JavaScript - javascript

I'm trying to calculate the volume of a sphere, with floating points, but I couldn't quite understand the logic behind the exercise.
Write a program that calculates and displays the volume of a sphere,
providing the value of its radius (R). The formula for calculating
volume is: (4/3) * pi * R3. Consider (assign) to pi the value 3.14159.
const PI = 3.14159;
let R = parseFloat(gets());
//TODO: Fill in the blanks with a possible solution to the challenge
print("VOLUME = " + );

You should try by yourself, but here is the solution and explanation.
If you are using javascript on the browser:
let radius = parseFloat(prompt("Enter value for radius: "));
let volume = 4/3 * Math.PI * Math.pow(radius, 3);
console.log("The volume is: ", volume);
We are requesting the user input with prompt() and assigning it to radius variable. We calculate the volume with the equation v = 4/3 πr³, Math.PI represents the number PI and Math.pow() calculates the given base (this case, radius) taken to the power of the given exponent. Last step is to print the result to the output, which is done with console.log()

Reading a lot of the tips here, I solved it, I don't know if it's the best way, but I solved it.
const PI = 3.14159;
let R = parseFloat(gets());
var raio = parseFloat(R);
var volumeEsfera = (4/3) * PI * Math.pow(raio, 3);
print("VOLUME = " + volumeEsfera.toFixed(3) );

Related

How to represent this vector algebra for 2d point calculation using comma notation in a typical programming language?

I reached out for help recently on math.stackexchange.com with a question about 2 dimensional algebra. The answer was promptly provided but it's in mathematical notation unfamiliar to me and the person giving the answer has stopped responding to my questions. While I am extremely grateful to BStar for providing this information, he/she has stopped replying both on the site and the chat, and doesn't seem interested in helping me understand it to the point that I could write programming code to calculate the desired point P. I respect that, but it leaves me stuck for now. Could someone help me convert this sequence of steps into a programming language such as Javascript? (I am actually working in PHP, but Javascript would be more convenient to represent in a runnable Snippet on stackoverflow .. I'm happy with any current language that I can translate into PHP).
The post is at https://math.stackexchange.com/questions/4110517/trig-101-calculate-coords-of-point-p-such-that-it-is-distance-n-from-line-ab-an/4110550?noredirect=1#comment8504010_4110550
The answer given is in Latex but here's a screenshot of it:
The latest description of the process by the author BStar: "Here is the process: First calculate cos B and use arccos to get B. Second calculate tanθ to get θ with arctan by using |BP| is the same from two triangles. Knowing these, we can get vectors BA’ and B’P, thus vectors OA and OP. We get θ to grt vector BA’ in this case, not the other way around. "
I can follow up until step (5) where the comma notation comes in, i.e. k = (-xb, -yb)(xc - xb, yc - yb) / ac. This seems to make k a two dimensional vector but I don't think I ever worked with this notation. Later, k is used in step (6) and (6a) to calculate theta, appearing both in the numerator and denominator of a fraction. I have no idea how to expand this to get an actual value for theta.
(Edit Note: The author BStar assumed point A is at the origin, so (xa, ya) = (0, 0) but I cannot make that assumption in the real world. Thus the vector BA in Step 1 is actually (xa - xb, ya - yb) and his formula for k shown above is actually k = (xa - xb, ya - yb)(xc - xb, yc - yb) / ac. This expansion needs to be carried through the calculation but it's not a major change.)
If we were to frame this in Javascript, I could lay out a framework of what is known at the beginning of the calculation. It's not productive to represent every single step of the mathematical proof given by BStar, but I'm not sure exactly what steps can be left as processes in the mathematical proof and what steps need expounding in code.
/* Known points - A, B, C */
var xa = 10, ya = 10;
var xb = 100, yb = 500;
var xc = 700, yc = 400;
/* Known lengths m and n (distance perpendicularly from AB and AC) */
var m = 30;
var n = 50;
/* Point we want to calculate, P */
var px = 0, py = 0;
/* Calculation goes here - some Javascript notes:
* var a = Math.sin(angInRadians);
* var b = Math.asin(opposite / hypotenuse);
* var c = Math.pow(number, 2); // square a number
* var d = Math.sqrt(number);
*/
/* Print the result */
console.log('Result: P (' + px + ', ' + py + ')');
How would one express the maths from the diagram in the programming snippet above?
I think I can get you to the angle of B but I'm not very good with math and get lost with all those variables. If you are stuck at figuring out the angle try this and see if it does what you want. It seems to do what step 5 is asking but double check my work.
let pointA = {x: 100, y: 0};
let pointB = {x: 20, y: 20};
let pointC = {x: 0, y: 100};
let distBA_x = pointB.x - pointA.x;
let distBA_y = pointB.y - pointA.y;
//let BA_a = Math.sqrt(distBA_x*distBA_x + distBA_y*distBA_y);
let distBC_x = pointB.x - pointC.x;
let distBC_y = pointB.y - pointC.y;
//let BC_c = Math.sqrt(distBC_x*distBC_x + distBC_y*distBC_y);
var angle = Math.atan2(distBA_x * distBC_y - distBA_y * distBC_x, distBA_x * distBC_x + distBA_y * distBC_y);
if(angle < 0) {angle = angle * -1;}
var degree_angle = angle * (180 / Math.PI);
console.log(degree_angle)
I've laid it out on a canvas so you can see it visually and change the parameters. Hope it helps. Here's the Codepen https://codepen.io/jfirestorm44/pen/RwKdpRw
BA • BC is a "dot product" between two vectors. The result is a single number: It's the sum of the products of vector components. If the vectors are (x1,y1) and (x2,y2) the dot product is x1x2+y1y2.
Assuming you don't have a library for vector calculations and don't want to create one, the code for computing k would be:
k = (-xb*(xc - xb)-yb*(yc - yb)) / ac

Calculating π using a Monte Carlo Simulation limitations

I have asked a question very similar to this so I will mention the previous solutions at the end, I have a website that calculates π with the client's CPU while storing it on a server, so far I've got:
'701.766.448.388' points inside the circle, and '893.547.800.000' in total, these numbers are calculated using this code. (working example at: https://jsfiddle.net/d47zwvh5/2/)
let inside = 0;
let size = 500;
for (let i = 0; i < iterations; i++) {
var Xpos = Math.random() * size;
var Ypos = Math.random() * size;
var dist = Math.hypot(Xpos - size / 2, Ypos - size / 2);
if (dist < size / 2) {
inside++;
}
}
The problem
(4 * 701.766.448.388) / 893.547.800.000 = 3,141483638
This is the result we get, which is correct until the fourth digit, 4 should be 5.
Previous problems:
I messed up the distance calculation.
I placed the circle's from 0...499 which should be 0...500
I didn't use float, which decreased the 'resolution'
Disclamer
It might just be that I've reached a limit but this demonstration used 1 million points and got 3.16. considering I've got about 900 billion I think it could be more precisely.
I do understand that if I want to calculate π this isn't the right way to go about it, but I just want to make sure that everything is right so I was hoping anyone could spot something wrong or do I just need more 'dots'.
EDIT: There are quite a few mentions about how unrealistic the numbers where, these mentions where correct and I have now updated them to be correct.
You could easily estimate what kind of error (error bars) you should get, that's the beauty of the Monte Carlo. For this, you have to compute second momentum and estimate variance and std.deviation. Good thing is that collected value would be the same as what you collect for mean, because you just added up 1 after 1 after 1.
Then you could get estimation of the simulation sigma, and error bars for desired value. Sorry, I don't know enough Javascript, so code here is in C#:
using System;
namespace Pi
{
class Program
{
static void Main(string[] args)
{
ulong N = 1_000_000_000UL; // number of samples
var rng = new Random(312345); // RNG
ulong v = 0UL; // collecting mean values here
ulong v2 = 0UL; // collecting squares, should be the same as mean
for (ulong k = 0; k != N; ++k) {
double x = rng.NextDouble();
double y = rng.NextDouble();
var r = (x * x + y * y < 1.0) ? 1UL : 0UL;
v += r;
v2 += r * r;
}
var mean = (double)v / (double)N;
var varc = ((double)v2 / (double)N - mean * mean ) * ((double)N/(N-1UL)); // variance
var stdd = Math.Sqrt(varc); // std.dev, should be sqrt(Pi/4 (1-Pi/4))
var errr = stdd / Math.Sqrt(N);
Console.WriteLine($"Mean = {mean}, StdDev = {stdd}, Err = {errr}");
mean *= 4.0;
errr *= 4.0;
Console.WriteLine($"PI (1 sigma) = {mean - 1.0 * errr}...{mean + 1.0 * errr}");
Console.WriteLine($"PI (2 sigma) = {mean - 2.0 * errr}...{mean + 2.0 * errr}");
Console.WriteLine($"PI (3 sigma) = {mean - 3.0 * errr}...{mean + 3.0 * errr}");
}
}
}
After 109 samples I've got
Mean = 0.785405665, StdDev = 0.410540627166729, Err = 1.29824345388086E-05
PI (1 sigma) = 3.14157073026184...3.14167458973816
PI (2 sigma) = 3.14151880052369...3.14172651947631
PI (3 sigma) = 3.14146687078553...3.14177844921447
which looks about right. It is easy to see that in ideal case variance would be equal to (Pi/4)*(1-Pi/4). It is really not necessary to compute v2, just set it to v after simulation.
I, frankly, don't know why you're getting not what's expected. Precision loss in summation might be the answer, or what I suspect, you simulation is not producing independent samples due to seeding and overlapping sequences (so actual N is a lot lower than 900 trillion).
But using this method you control error and check how computation is going.
UPDATE
I've plugged in your numbers to show that you're clearly underestimating the value. Code
N = 893_547_800_000UL;
v = 701_766_448_388UL;
v2 = v;
var mean = (double)v / (double)N;
var varc = ((double)v2 / (double)N - mean * mean ) * ((double)N/(N-1UL));
var stdd = Math.Sqrt(varc); // should be sqrt(Pi/4 (1-Pi/4))
var errr = stdd / Math.Sqrt(N);
Console.WriteLine($"Mean = {mean}, StdDev = {stdd}, Err = {errr}");
mean *= 4.0;
errr *= 4.0;
Console.WriteLine($"PI (1 sigma) = {mean - 1.0 * errr}...{mean + 1.0 * errr}");
Console.WriteLine($"PI (2 sigma) = {mean - 2.0 * errr}...{mean + 2.0 * errr}");
Console.WriteLine($"PI (3 sigma) = {mean - 3.0 * errr}...{mean + 3.0 * errr}");
And output
Mean = 0.785370909522692, StdDev = 0.410564786603016, Err = 4.34332975349809E-07
PI (1 sigma) = 3.14148190075886...3.14148537542267
PI (2 sigma) = 3.14148016342696...3.14148711275457
PI (3 sigma) = 3.14147842609506...3.14148885008647
So, clearly you have problem somewhere (code? accuracy lost in representation? accuracy lost in summation? repeated/non-independent sampling?)
any FPU operation will decrease your accuracy. Why not do something like this:
let inside = 0;
for (let i = 0; i < iterations; i++)
{
var X = Math.random();
var Y = Math.random();
if ( X*X + Y*Y <= 1.0 ) inside+=4;
}
if we probe first quadrant of unit circle we do not need to change the dynamic range by size and also we can test the distances in powered by 2 form which get rid of the sqrt. These changes should increase the precision and also the speed.
Not a JAVASCRIPT coder so I do not know what datatypes you use but you need to be sure you do not cross its precision. In such case you need to add more counter variables to ease up the load on it. For more info see: [edit1] integration precision.
As your numbers are rather big I bet you crossed the boundary already (there should be no fraction part and trailing zeros are also suspicious) For example 32bit float can store only integers up to
2^23 = 8388608
and your 698,565,481,000,000 is way above that so even a ++ operation on such variable will cause precision loss and when the exponent is too big it even stop adding...
On integers is this not a problem but once you cross the boundary depending on internal format the value wraps around zero or negates ... But I doubd that is the case as then the result would be way off from PI.

Soft Light Blending Mode

I am trying to write a function that calculates the soft light given a foreground and a background color.
The function is below;
var background = '0xFFFFFF';
var foreground = '0x47768C';
var calculateSoftlight = function (background, foreground) {
var intBackground = parseInt(background, 16);
var intForeground = parseInt(foreground, 16);
var softlight = (1 - (2 * intForeground)) * (intBackground*intBackground) + (2 * intForeground * intBackground);
return softlight.toString(16);
}
calculateSoftlight(background, foreground); //-8eed155338bb200000
I am using the Pegtop formula as listed here; http://en.wikipedia.org/wiki/Blend_modes. I am unsure of the correct implementation of this. Any ideas?
Apply the formula to each RGB value instead of using Hex. If you need to use Hex as an input you'll probably need to convert.
You will need to normalize each value (so value / 255) and use that in the formula. Then multiply (and round) the result by 255 to convert back to 8-bit value.
Something like this should be close, I haven't used that formula specifically though so this is untested.
var top = top / 255,
bot = bot / 255;
top = ((1 - 2*bot)*Math.pow(top, 2)) + 2*bot*top,
top = Math.round(top * 255);

Refactor word cloud algorithm

As part of a word cloud rendering algorithm (inspired by this question), I created a Javascript / Processing.js function that moves a rectangle of a word along an ever increasing spiral, until there is no collision anymore with previously placed words. It works, yet I'm uncomfortable with the code quality.
So my question is: How can I restructure this code to be:
readable + understandable
fast (not doing useless calculations)
elegant (using few lines of code)
I would also appreciate any hints to best practices for programming with a lot of calculations.
Rectangle moveWordRect(wordRect){
// Perform a spiral movement from center
// using the archimedean spiral and polar coordinates
// equation: r = a + b * phi
// Calculate mid of rect
var midX = wordRect.x1 + (wordRect.x2 - wordRect.x1)/2.0;
var midY = wordRect.y1 + (wordRect.y2 - wordRect.y1)/2.0;
// Calculate radius from center
var r = sqrt(sq(midX - width/2.0) + sq(midY - height/2.0));
// Set a fixed spiral width: Distance between successive turns
var b = 15;
// Determine current angle on spiral
var phi = r / b * 2.0 * PI;
// Increase that angle and calculate new radius
phi += 0.2;
r = (b * phi) / (2.0 * PI);
// Convert back to cartesian coordinates
var newMidX = r * cos(phi);
var newMidY = r * sin(phi);
// Shift back respective to mid
newMidX += width/2;
newMidY += height/2;
// Calculate movement
var moveX = newMidX - midX;
var moveY = newMidY - midY;
// Apply movement
wordRect.x1 += moveX;
wordRect.x2 += moveX;
wordRect.y1 += moveY;
wordRect.y2 += moveY;
return wordRect;
}
The quality of the underlying geometric algorithm is outside my area of expertise. However, on the quality of the code, I would say you could extract a lot of functions from it. Many of the lines that you have commented could be turned into separate functions, for example:
Calculate Midpoint of Rectangle
Calculate Radius
Determine Current Angle
Convert Polar to Cartesian Coodinates
You could consider using more descriptive variable names too. 'b' and 'r' require looking back up the code to see what they are for, but 'spiralWidth' and 'radius' do not.
In addition to Stephen's answer,
simplify these two lines:
var midX = wordRect.x1 + (wordRect.x2 - wordRect.x1)/2.0;
var midY = wordRect.y1 + (wordRect.y2 - wordRect.y1)/2.0;
The better statements:
var midX = (wordRect.x1 + wordRect.x2)/2.0;
var midY = (wordRect.y1 + wordRect.y2)/2.0;

Getting frequency from a pixel value for Web Audio API EQ

I'm creating an visual EQ using the Web Audio API and canvas. I am plotting frequencies in a logarithmic graph on a HTML5 Canvas using the following function:
function frequencyToPixel(freq){
var min = Math.log(graph.min)/Math.log(10)
, max = Math.log(graph.max)/Math.log(10)
, range = max-min
, pixel = (Math.log(freq)/Math.log(10) - min) / range * canvas.width;
return pixel;
}
I would like to also reverse this equation to get a function that returns the frequency that a particular pixel relates to. At the moment I'm using the following function but it's not producing the desired result. For example if I input 1000 into the above function it returns 434.93. I should therefore be able to put 434.93 into the below equation to return 1000;
function pixelToFrequency(pixel){
var min = Math.log(graph.min)/Math.log(10)
, max = Math.log(graph.max)/Math.log(10)
, range = max-min
, x = (pixel * canvas.width * range) + min
, frequency = Math.pow(10, x);
return frequency;
}
It's likely i've rearranged the equation in the wrong way so any help would be much appreciated.
The function below works out the frequency for a given pixel on the logarithmic-scaled canvas frequency graph:
function pixelToFrequency(pixel){
var min = Math.log(app.graph.min)/Math.log(10)
, max = Math.log(app.graph.max)/Math.log(10)
, range = max-min
, frequency = Math.pow(10, pixel * (range / canvas.width) + min)
return frequency;
}
pixel = (Math.log(freq)/Math.log(10) - min) / range * canvas.width
Try this?
freq = E((Math.log(10) * (pixel * (range / canvas.width)))+ Math.log(graph.min))
See if that helps at all. Where E is the Euler's Number raised to the parameters in parenthesis. It might be equivalent to what you have there, I didn't look to closely too be honest. It's worth a shot though.

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