Determine the general orientation of a 2D vector - vector

I have a rather simple question for you..
I feel like I should have found the answer a long time ago but somehow I can't wrap my head around this trivial problem.
Given a vector v = (x,y) , I would like to know it's 'general' orientation. That is either 'Up', 'Down', 'Left' or 'Right'
A vector's general orientation is 'Up' if a Vector's orientation is between 45 and 135 degrees. 'Left' is between 135 and 225 degrees. 'Down' is between 225 and 315 degrees. 'Right' is between 315 and 45 degrees.
I don't really care for the cases where the angle is exactly 45, 135, 225 or 315 degrees.
The catch is, I don't want to use trigonometry. I'm pretty sure there's a simple solution.
I think a solution could split the whole circle in eight. Here's what I have so far.
if(x > 0 && y > x)
return Up
if(x > 0 && y > 0 && y < x )
return Right
... etc ...
Basically, I know I could find a solution. I'm more interested in your own approach to this problem.
Thanks !
EDIT : The vector used is not normalized. You can represent any vector using a pair of points. Simply pretend the origin of the vector is (0,0).

There is a way, indeed. All you have to realize is that if abs(y) > abs(x), then the direction is vertical, otherwise the direction is horizontal. If vertical, the sign on y will indicate up/down, otherwise, the sign on x will indicate left/right. So:
if (abs(y) > abs(x)) {
if (y > 0) up else down
} else {
if (x > 0) right else left
}
The 45ish angles will always go left or right.

I know you said you wanted to avoid trig, but have you ever used the atan2 function? It's super easy to use for determining the angle of a vector:
double ldAngle = atan2(vector.y, vector.x) * 180 / PI;

Assuming a normalized vector space (Edit: meaning your vector is composed of unit vectors) as you appear to be doing, your approach is spot on and the one most often used for 2d games and animations. I'd verify your truth table, however.
#Daniel's approach is the more elegant IMO.

Related

How to check if a vector is within two vectors

Here is a image:
I have two vectors : os, oe
the range between them is always from os (start) to oe (end).
So in this image the range between is a angle of 270°.
Then I have two vector to check: oa, ob
As you can see the vector oa should be within the range formed by osoe and the vector ob should be outside.
I am wondering if there is a way to do the check using only vector math (such as cross product dot product).
I tried to use cross product with clockwise/counter clockwise check but it seems like when the angle in between is larger then 180°, things get complex.
Any advice will be appreciated, thanks :)
I denote vector to point p as op.
Calculate cross product
c_se = cross(os, oe)
If c_se>=0 (angle in 0..180 range), then you have to check whether
cross(os, op) >= 0 AND cross(op, oe) >= 0
If c_se < 0 (angle in 180..360 range), then you have to check whether
NOT (cross(oe, op) >= 0 AND cross(op, os) >= 0)

How would I convert numbers to their decimal representation?

I am not sure how to approach it but could someone help me convert the following numbers to their decimal representation:
and
The general method goes something like this:
Work from right to left, you'll want to count the positions (starting with zero) and sum up the terms according to a the following formula:
Say you're working in base x. Then, if you're at the ith position, and that digit is d, then that position will contribute a term of d times x^i to the final sum.
As a concrete example, take your first number - here, x=7 (the base). Starting from the right, the first digit is d=6 at the i=0 position. So we start with 6*(7^0) = 6(1) = 6.
Moving to the left, i=1 and d=5. So we get 5(7^1) = 5(7) = 35 for this term.
Then, moving to the last digit, i=2 and d=4. So we get 4*(7^2)=4(49)=196 for the last term.
Now, you can just add all of these up to get 35 + 6 + 196 = 237 as your final number (in base 10, that is).
The exact same algorithm works for any base, so you should be able to apply it to the binary number in the exact same way.
(Just let x=2 and work right to left, noting that i ranges from 0 to 7 here.)

Simple Maths - calculating a rolling window of numbers (aha! negative modulus/remainders!!)

I'm almost embarrased to ask this, because it's probably VERY obvious - but I can't see a way out of this neatly and suspect there is one.
I have a variable which I need to add/subtract values from - but I want to keep it within a range of values, looping around at either end - e.g.
Range is 0-3 so values are 0,1,2,3,0,1,2,3 - and this does that
x = (x + val) MOD 4
When val is negative, however, we should see 0,3,2,1,0,3,2,1 and the solution is FAR less elegant
x = (x + val) MOD 4
if (x < 0) x = 4 + x;
That works, but it's clunky and I can't help thinking there might be a 'one line' solution to this - but I'm damned if I can think of it? :)
prepares for embarrassment
As indicated by TaZ, most "modulo" operators are really remainder operators that only work like a "mathematical modulo" for x+val >= 0.
In c++, as found here (with some modifications), you can define a more "mathematically correct" modulo like so
double mod(double x, double y) { return y!=0 ? x-floor(x/y)*y : x; }
(perhaps also make an integer version), such that
x = mod(x+val,4);
works for both positive and negative x+val.

Why is 0 divided by 0 an error?

I have come across this problem in a calculation I do in my code, where the divisor is 0 if the divident is 0 too. In my code I return 0 for that case. I am wondering, while division by zero is generally undefined, why not make an exception for this case? My understanding why division by zero is undefined is basically that it cannot be reversed. However, I do not see this problem in the case 0/0.
EDIT OK, so this question spawned a lot of discussion. I made the mistake of over-eagerly accepting an answer based on the fact that it received a lot of votes. I now accepted AakashM's answer, because it provides an idea on how to analyze the problem.
Let's say:
0/0 = x
Now, rearranging the equation (multiplying both sides by 0) gives:
x * 0 = 0
Now do you see the problem? There are an infinite number of values for x as anything multiplied by 0 is 0.
This is maths rather than programming, but briefly:
It's in some sense justifiable to assign a 'value' of positive-infinity to some-strictly-positive-quantity / 0, because the limit is well-defined
However, the limit of x / y as x and y both tend to zero depends on the path they take. For example, lim (x -> 0) 2x / x is clearly 2, whereas lim (x -> 0) x / 5x is clearly 1/5. The mathematical definition of a limit requires that it is the same whatever path is followed to the limit.
(Was inspired by Tony Breyal's rather good answer to post one of my own)
Zero is a tricky and subtle beast - it does not conform to the usual laws of algebra as we know them.
Zero divided by any number (except zero itself) is zero. Put more mathematically:
0/n = 0 for all non-zero numbers n.
You get into the tricky realms when you try to divide by zero itself. It's not true that a number divided by 0 is always undefined. It depends on the problem. I'm going to give you an example from calculus where the number 0/0 is defined.
Say we have two functions, f(x) and g(x). If you take their quotient, f(x)/g(x), you get another function. Let's call this h(x).
You can also take limits of functions. For example, the limit of a function f(x) as x goes to 2 is the value that the function gets closest to as it takes on x's that approach 2. We would write this limit as:
lim{x->2} f(x)
This is a pretty intuitive notion. Just draw a graph of your function, and move your pencil along it. As the x values approach 2, see where the function goes.
Now for our example. Let:
f(x) = 2x - 2
g(x) = x - 1
and consider their quotient:
h(x) = f(x)/g(x)
What if we want the lim{x->1} h(x)? There are theorems that say that
lim{x->1} h(x) = lim{x->1} f(x) / g(x)
= (lim{x->1} f(x)) / (lim{x->1} g(x))
= (lim{x->1} 2x-2) / (lim{x->1} x-1)
=~ [2*(1) - 2] / [(1) - 1] # informally speaking...
= 0 / 0
(!!!)
So we now have:
lim{x->1} h(x) = 0/0
But I can employ another theorem, called l'Hopital's rule, that tells me that this limit is also equal to 2. So in this case, 0/0 = 2 (didn't I tell you it was a strange beast?)
Here's another bit of weirdness with 0. Let's say that 0/0 followed that old algebraic rule that anything divided by itself is 1. Then you can do the following proof:
We're given that:
0/0 = 1
Now multiply both sides by any number n.
n * (0/0) = n * 1
Simplify both sides:
(n*0)/0 = n
(0/0) = n
Again, use the assumption that 0/0 = 1:
1 = n
So we just proved that all other numbers n are equal to 1! So 0/0 can't be equal to 1.
walks on back to her home over at mathoverflow.com
Here's a full explanation:
http://en.wikipedia.org/wiki/Division_by_zero
( Including the proof that 1 = 2 :-) )
You normally deal with this in programming by using an if statement to get the desired behaviour for your application.
The problem is with the denominator. The numerator is effectively irrelevant.
10 / n
10 / 1 = 10
10 / 0.1 = 100
10 / 0.001 = 1,000
10 / 0.0001 = 10,000
Therefore: 10 / 0 = infinity (in the limit as n reaches 0)
The Pattern is that as n gets smaller, the results gets bigger. At n = 0, the result is infinity, which is a unstable or non-fixed point. You can't write infinity down as a number, because it isn't, it's a concept of an ever increasing number.
Otherwise, you could think of it mathematically using the laws on logarithms and thus take division out of the equation altogther:
log(0/0) = log(0) - log(0)
BUT
log(0) = -infinity
Again, the problem is the the result is undefined because it's a concept and not a numerical number you can input.
Having said all this, if you're interested in how to turn an indeterminate form into a determinate form, look up l'Hopital's rule, which effectively says:
f(x) / g(x) = f'(x) / g'(x)
assuming the limit exists, and therefore you can get a result which is a fixed point instead of a unstable point.
Hope that helps a little,
Tony Breyal
P.S. using the rules of logs is often a good computational way to get around the problems of performing operations which result in numbers which are so infinitesimal small that given the precision of a machine’s floating point values, is indistinguishable from zero. Practical programming example is 'maximum likelihood' which generally has to make use of logs in order to keep solutions stable
Look at division in reverse: if a/b = c then c*b = a. Now, if you substitute a=b=0, you end up with c*0 = 0. But ANYTHING multiplied by zero equals zero, so the result can be anything at all. You would like 0/0 to be 0, someone else might like it to be 1 (for example, the limiting value of sin(x)/x is 1 when x approaches 0). So the best solution is to leave it undefined and report an error.
You may want to look at Dr. James Anderson's work on Transarithmetic. It isn't widely accepted.
Transarithmetic introduces the term/number 'Nullity' to take the value of 0/0, which James likens to the introduction 'i' and 'j'.
The structure of modern math is set by mathematicians who think in terms of axioms.
Having additional axioms that aren't productive and don't really allow one to do more stuff is against the ideal of having clear math.
How many times does 0 go into 0? 5. Yes - 5 * 0 = 0, 11. Yes - 11 * 0 = 0, 43. Yes - 43 * 0 = 0. Perhaps you can see why it's undefined now? :)
Since x/y=z should be equivalent to x=yz, and any z would satisfy 0=0z, how useful would such an 'exception' be?
Another explanation of why 0/0 is undefined is that you could write:
0/0 = (4 - 4)/0 = 4/0 - 4/0
And 4/0 is undefined.
If a/b = c, then a = b * c.
In the case of a=0 and b=0, c can be anything because 0 * c = 0 will be true for all possible values of c. Therefore, 0/0 is undefined.
This is only a Logical answer not a mathamatical one,
imagine Zero as empty how can you Divide an empty by an empty this is the case in division by zero also how can you divide by something which is empty.
0 means nothing, so if you have nothing, it does not imply towards anything to distribute to anything. Some Transit Facilities when they list out the number of trips of a particular line, trip number 0 is usually the special route that is routed in a different way. Typically, a good example would be in the Torrance Transit Systems where Line 2 has a trip before the first trip known as trip number 0 that operates on weekdays only, that trip in particular is trip number 0 because it is a specialized route that is routed differently from all the other routes.
See the following web pages for details:
http://transit.torrnet.com/PDF/Line-2_MAP.pdf
http://transit.torrnet.com/PDF/Line-2_Time_PDF.pdf
On the map, trip number 0 is the trip that is mapped in dotted line, the solid line maps the regular routing.
Sometimes 0 can be used on numbering the trips a route takes where it is considered the "Express Service" route.
why not make an exception for this
case?
Because:
as others said, it's not that easy;)
there's no application for defining 0/0 - adding exception would complicate mathematics for no gains.
This is what I'd do:
function div(a, b) {
if(b === 0 && a !== 0) {
return undefined;
}
if(b === 0 && a === 0) {
return Math.random;
}
return a/b;
}
When you type in zero divided by zero, there's an error because whatever you multiply zero from will be zero so it could be any number.
As Andrzej Doyle said:
Anything dived by zero is infinity. 0/0 is also infinity. You can't get 0/0 = 1. That's the basic principle of maths. That's how the whole world goes round. But you can sure edit a program to say "0/0 is not possible" or "Cannot divide by zero" as they say in cell phones.

algorithm to traverse 3D coordinates without revisiting

Say we have a set of 3D (integer) coordinates from (0,0,0) to (100,100,100)
We want to visit each possible coordinate (100^3 possible coordinates to visit) without visiting each coordinate more than once.
The sum of the differences between each coordinate in adjacent steps cannot be more than 2 (I don't know if this is possible. If not, then minimized)
for example, the step from (0,2,1) to (2,0,0) has a total difference of 5 because |x1-x2|+|y1-y2|+|z1-z2| = 5
How do we generate such a sequence of coordinates?
for example, to start:
(0,0,0)
(0,0,1)
(0,1,0)
(1,0,0)
(1,0,1)
(0,0,2)
(0,1,1)
(0,2,0)
(1,1,0)
(2,0,0)
(3,0,0)
(2,0,1)
(1,0,2)
(0,0,3)
etc...
Anyone know an algorithm that will generate such a sequence to an arbitrary coordinate (x,y,z) where x=y=z or can prove that it is impossible for such and algorithm to exist? Thanks
Extra credit: Show how to generate such a sequence with x!=y!=z :D
One of the tricks (there are other approaches) is to do it one line [segment] at a time, one plane [square] at a time. Addressing the last part of the question, this approach works, even if the size of the volume visited is not the same in each dimension (ex: a 100 x 6 x 33 block).
In other words:
Start at (0,0,0),
move only on the Z axis till the end of the segment, i.e.
(0,0,1), (0,0,2), (0,0,3), ... (0,0,100),
Then move to the next line, i.e.
(0,1,100)
and come backward on the line, i.e.
(0,1,99), (0,1,98), (0,1,97), ... (0,1,0),
Next to the next line, going "forward"
And repeat till the whole "panel is painted", i.e ending at
... (0,100,99), (0,100,100),
Then move, finally, by 1, on the X axis, i.e.
(1,100,100)
and repeat on the other panel,but on this panel going "upward"
etc.
Essentially, each move is done on a single dimension, by exactly one. It is a bit as if you were "walking" from room to room in a 101 x 101 x 101 building where each room can lead to any room directly next to it on a given axis (i.e. not going joining diagonally).
Implementing this kind of of logic in a programming language is trivial! The only mildly challenging part is to deal with the "back-and-forth", i.e. the fact that sometimes, some of the changes in a given dimension are positive, and sometimes negative).
Edit: (Sid's question about doing the same diagonally):
Yes! that would be quite possible, since the problem states that we can have a [Manhattan] distance of two, which is what is required to go diagonally.
The path would be similar to the one listed above, i.e. doing lines, back-and-forth (only here lines of variable length), then moving to the next "panel", in the third dimension, and repeating, only going "upward" etc.
(0,0,0) (0,0,1)
(0,1,0) first diagonal, only 1 in lengh.
(0,2,0) "turn around"
(0,1,1) (0,0,2) second diagonal: 2 in length
(0,0,3) "turn around"
(0,1,2) (0,2,1) (0,3,0) third diagonal: 3 in length
(0,4,0) turn around
etc.
It is indeed possible to mix-and-match these approaches, both at the level of complete "panel", for example doing one diagonally and the next one horizontally, as well as within a given panel, for example starting diagonally, but when on the top line, proceeding with the horizontal pattern, simply stopping a bit earlier when looping on the "left" side, since part of that side has been handled with the diagonals.
Effectively this allows a rather big (but obviously finite) number of ways to "paint" the whole space. The key thing is to avoid leaving (too many) non painted adjacent area behind, for getting back to them may either bring us to a dead-end or may require a "jump" of more than 2.
Maybe you can generalize Gray Codes, which seem to solve a special case of the problem.
Seems trivial at first but once started, it is tricky! Especially the steps can be 1 or 2.
This is not an answer but more of a demostration of the first 10+ steps for a particular sequence which hopefully can help others to visualise. Sid, please let me know if the following is wrong:
s = No. of steps from the prev corrdinates
c1 = Condition 1 (x = y = z)
c2 = Condition 2 (x!= y!= z)
(x,y,z) s c1 c2
---------------
(0,0,0) * (start)
(0,0,1) 1
(0,1,0) 2
(1,0,0) 2
(1,0,1) 1
(1,1,0) 2
(1,1,1) 1 *
(2,1,1) 1
(2,0,1) 1 *
(2,0,0) 1
(2,1,0) 1 *
(2,2,0) 1
(2,2,1) 1
(2,2,2) 1 *
(2,3,2) 1
(2,3,3) 1
(3,3,3) 1 *
(3,3,1) 2
(3,2,1) 1 *
(3,2,0) 1 *
.
.
.

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