I'm trying to create something that sort of resembles a histogram. I'm trying to create buckets from an array.
Suppose I have a random array doubles between -10 and 10; this is very simplified. I then want to specify a center point, in this case 0 and the number of buckets.
If I want 4 buckets the division would be -10 to -5, -5 to 0, 0 to 5 and 5 to 10. Not that complicated right. Now if I change the min and max to -12 and -9 and as for 4 divisions its more complicated. I either want a division at -3 and 3; it is centered around 0 ; or one at -6 to 0 and 0 to 6.
Its not that hard to find the division size
= Math.Ceiling((Abs(Max) + Abs(Min)) / Divisions)
Then you would basically have an if statement to determine whether you want it centered on 0 or on an edge. You then iterate out from either 0 or DivisionSize/2 depending on the situation. You may not ALWAYS end up with the specified number of divisions but it will be close. Then you iterate through the array and increment the bin count.
Does this seem like a good way to go about this? This method would surely work but it does not seem to be the most elegant. I'm curious as to whether the creation of the bins and the counting from the list could be done in a clever class with linq in a more elegant way?
Something like creating the bins and then having each bin be a property {get;} that returns list.Count(x=> x >= Lower && x < Upper).
To me it seems simpler: You need to find lower bound and size of each "division".
Since you want it to be symmetrical around 0 depending on number of divisions you either get one that includes 0 for odd numbers (-3,3) or around 0 for even ones (-3,0)(0,3)
lowerBound = - Max(Abs(from), Abs(to))
bucketSize = 2 * lowerBound / divisions
(throw in Ceiling and update bucketSize and lowerBound if needed)
Than use .Aggregate to update array of buckets (position would be (value-lowerBound)/devisions, with additional range checks if needed).
Note: do not implement get the way you suggested - it is not expected for getters to perfomr non-trivial work like walking large array.
Related
Here is my problem: I have a if statement regrouping multiple conditions eg: if(stat1 & stat2 & stat3 & stat4).
in this condition, I want to compare 4 times 2 numbers.
If the number 1 is negative and the number 2 positive, I want the if statement to be if(num1 >= num2 & ....). If the number 1 is positive and the number 2 is negative, I want the if statement to be if(num1 <= num2 & ...). If the numbers are both positive but number 1 is smaller, I want it to be if(num1 >= num2 & ...)
And I think you get it.
the problem is that i can't just make multiple if statements for every possibilities, since there are something like 8 cases per conditions and 4 conditions. Is there anyway I can adapt my if statement to fit my needs in the script ?
In my case, my number one would be the x angle of a gameobject, and number 2 the x angle I want to get. My gameobject is being rotated in update with Time.deltaTime, but since it goes realyl fast, I can't just do if(number1 != number2), cause it would just skip it until it lands on it, and since I have 4 times 2 numbers, all the 4 numbers would need to fall on the good value, so I want to use <= or >=, for these reasons. My angles should stay between the interval (number1, number2), thats why I can't allow it to do a full 360 degree rotation, and I need to detect as soon as it passes the value. And I already have some code that choses whether I have to do Time.deltaTime * 1 or Time.deltaTime * -1, and it is important to never get a rotation around 180 degree.
You can use the Abs function in the System.Math class. This function does return the distance between 0 and the number. That way it doesn't matter wich one is positive or negative
if (System.Math.Abs(num1) >= System.Math.Abs(num2))
{
// Its here for n1= -150 and n2 = 120
// Also here for n1 = 150 and n2 = -120
// Also here when n1 and n2 are the same
}
else{
// Its outside for n1 = -100 and n2 = 120
// Also outside for n1 = 100 and n2 = 120
}
I would suggest to use nested if statements and try to reduce the number of combinations if possible.
I'm not sure if you really need to know if the number is negative or not maybe you could utilize math absolute value. Provide more context and put more efforts in the question in order for us to help you better.
Edit:
Then why don't you check the abs value of the first rotation and if it exceeds 180 degrees then do the second rotation?
Exercise Background
The exercise consists in generating a 2D map with a user given x,y size of said map, and then place on each cell of the map random items from a table.
I have a cell in an [x, y] coordinate of an Items matrix and I have to pick items randomly for every cell of this matrix.
My Problem
I have to select random items from a table of 4 items that have their probabilities shown in cumulative probability, and a cell that has such items can have more than 1 and different combinations of those items.
I don't really know how to go about this problem, taking in account that 2 of the items have the same probability on the given table for the homework.
This is the table of probability given:
Food - 1
Weapons - 0.5
Enemy - 0.5
Trap - 0.3
My Items enumeration:
[Flags]
enum Items
{
Food = 1<<0,
Weapon = 1<<1,
Enemy = 1<<2,
Trap = 1<<3
}
Again, the expected output is to pick randomly through this percentages what items does 1 cell have. What I'd like to have as an answer would be just a start or a way to go about this problem please, I still want to try and do it myself, avoid complete code solutions if you can.
I find it easier to work with integers in this type of problem, so I'll work with:
Food - 10
Weapons - 5
Enemy - 5
Trap - 3
That gives a total of 10 + 5 + 5 + 3 = 23 total possible options.
Most computer RNGs work from base 0, so split the 23 options (as in 0..22) like this:
Food - 0..9 giving 10 options.
Weapons - 10..14 giving 5 options.
Enemy - 15..19 giving 5 options.
Trap - 20..22 giving 3 options.
Work through the possibilities in order, stopping when you reach the selected option. I will use pseudocode as my C++ is very rusty:
function pickFWET()
pick <- randomInRange(0 to 22);
if (pick < 10) return FOOD;
if (pick < 15) return WEAPONS;
if (pick < 20) return ENEMY;
if (pick < 23) return TRAP;
// If we reach here then there was an error.
throwError("Wrong pick in pickFWET");
end function pickFWET
If two items have the same cumulative probability then the probability of getting the latter item is 0. Double check the probability table, but if it is correct, then 'Weapons' is not a valid option to get.
However in general. If you could 'somehow' generate a random number between 0 and 1, the problem would be easy right? With a few if conditions you can choose one of the options given this random number.
With a little bit of search you can easily find how to generate a random number in whatever language you desire.
I was trying to recreate my C++ factor program from a few years ago in my new language C#. All I could remember is that it possibly involved a modulo, and possibly didn't. I knew that it involved at least one for and if statement. However, when I started trying to recreate it I kept getting nothing near what should be. I thought it had something to do with me not understanding loops, but it turns out I understand loops just fine. What I don't understand is how to use the modulo when performing math operations.
for instance what am I doing when I say something like:
(ignore that it might not actually work, it's just an example)
if(12 % 2 == 0)
{
Console.WriteLine("I don't understand.");
}
This kind of thing I don't quite have a grasp of yet. I realize that it is taking the remainder, and that's all I can grasp, not how it's actually used in real programming. I managed to get my factor program to work in C# after a bit of thinking and tinkering, it again doesn't mean I understand this operator or its uses. I no longer have access to the old C++ file.
The % (modulo) operator yields the remainder from the division. In your example the remainder is equal to 0 and the if evaluates to true (0 == 0). A classic example is when it's used to see if a number is even or not.
if (number % 2 == 0) {
// even
} else {
// odd
}
Think of modulo like a circle with a pointer (spinner), easiest example is a clock.
Notice how at the top it is zero.
The modulo function maps any value to one of those values on the spinner, think of the value to the left of the % as the number of steps around the spinner, and the second value as the number of total steps in the spinner, so we have the following.
0 % 12 = 0
1 % 12 = 1
12 % 12 = 0
13 % 12 = 1
We always start at 0.
So if we go 0 steps around a 12 step spinner we are still at 0, if we go 1 step from zero we are on 1, if we go 12 steps we are back at 0. If we go 13 we go all the way around and end at 1 again.
I hope this helps you visualize it.
It helps when you are using structures like an array, and you want to cycle through them. Imagine you have an array of the days of the week, 7 elements (mon-sunday). You want to always display the day 3 days from the current day. well Today is tuesday, so the array element is days[1], if we want to get the day 3 days from now we do days[1+3]; now this is alright, but what if we are at saturday (days[5]) and want to get 3 days from there? well we have days[5+3] which is an index out of bounds error as our array has only 7 elements (max index of 6) and we tried to access the 8th element.
However, knowing what you know about modulos and spinners now you can do the following:
string threeDaysFromNow = days[(currentDay + 3)%7]; When it goes over the bounds of the array, it wraps around and starts at the beginning again. There are many applications for this. Just remember the visualization of spinners, that is when it clicked in my head.
The modulo operator % returns the remainder of a division operation. For example, where 13 / 5 = 2, 13 % 5 = 3 (using integer math).
It's a common tactic to check a value against % 2 to see if it is even. If it is even, the remainder will be 0, otherwise it will be 1.
As for your specific use of it, you are doing 12 % 2 which is not only 0, but will always be 0. That will always make the if condition 12 % 2 == 0 true, which makes the if rather redundant.
as mentioned, it's commonly used for checking even/odd but also can use it to iterate loops at intervals, or split files into mod chunks. i personally use mod for clock face type problems as my data often navigates a circle.
the register is in mod for example an 8 bit register rolls over at 2^8 so so can force compliance into a register size var = mod(var, 256)
and the last thing i know about mod is that it is used in checksum and random number generation, but i haven't gone into the why for those. at all
An example where you could use this is in indexing arrays in certain for loops. For example, take the simple equation that defines the new pixel value of a resampled image using bicubic interpolation:
where
Don't worry what bicubic interpolation exactly is for the moment, we're just concerned about executing what seems to be two simple for loops: one for index i and one for index j. Note that the vector 'a' is 16 numbers long.
A simple for loop someone would try could be:
int n= 0;
for(int i = 0; i < 4; ++i)
{
for(int j = 0; i < 4; ++j)
{
pxy += a[n] * pow(x,i) * pow(y,j); // p(x,y)
n++; // n = 15 when finished
}
}
Or you could do it in one for loop:
for(int i = 0; i < 16; ++i)
{
int i_new = floor(i / 4.0); // i_new provides indices 0-3 incrementing every 4 iterations of loop
int j_new = i % 4; // j_new is reset to 0 when i is a multiple of 4
pxy += a[i] * pow(x,i_new) * pow(y,j_new); // p(x,y)
}
Printing i_new and j_new in the loop:
i_new j_new
0 0
0 1
0 2
0 3
1 0
1 1
1 2
1 3
2 0
2 1
2 2
2 3
3 0
3 1
3 2
3 3
As you can see, % can be very useful.
Here is one is for you math brains out there. I have a matrix, actually its half a matrix, cut diagonally. Each element of the matrix can be a 1 or a 0. I need to find all the possible combinations of 1s and 0s for any matrix of width N.
This is easy enough, you can get the number of elements on this matrix given width N with for this example where N=7 this would give us 28 or the number of elements. Then you can get the combinations with .
So the formula would be to get all the possible combinations.
Now here is where it gets tricky. There is one condition that must hold true for each result. The sum of the each set of elements on the matrix (shown below with each row represented) must be less than 4 for the first set (the one on the first row), less than 3 for all the other sets (these are constants regardless of the N value).
Here are what the sets for this example (N=7) look like. If you notice each row is represented. So for the first set if the combination is 0 1 0 1 0 1 0 this would be valid as its sum is < 4 (since its the first row). For the second set if the combination is 1 0 0 0 0 1 0 it is valid as it needs to be < 3.
I need to do this for huge matrices so brute forcing all possible permutations to find the ones that fall under this condition would be unfeasable. I need to find some sort of algorithm I can use to generate the valid matrices bottom up rather than top down. Maybe doing separate operations that can be composed later to yield a total set of results.
Any and all ideas are welcome.
A simple algorithm generating each solution recursively :
global File //A file where you will store your data
global N //Your matrix size
//matrix contains the matrix we build (int[][])
//set contains the number of 1 we can use on a set (int[])
//c is the column number (int)
//r is the row number (int)
function f ( matrix, set, c, r ) :
if ( c == N ):
r = r + 1
c = r
if ( r == N ):
write ( matrix in File )
// Implement your own way of storing the matrix
if ( set[r] > 0 AND (c+2 < N AND set[c+2] > 0) ):
matrix[c][r] = 1
set[c]--
set[r]--
f ( matrix, set, c+1, r )
matrix[c][r] = 0
f ( matrix, set, c+1, r)
end
//Calling our function with N = 5
N = 5
f([[0,0,0,0,0],[0,0,0,0,0],...], [3,2,2,2,2], 0, 0)
You can store each matrix in something else than a file but keep an eye on your memory consumption.
Here's a basic idea to get started; it's too large for a comment, though, but not a complete answer.
The idea is to start with a maximally 'filled' matrix rather than an empty one and then filling it.
Basic striping away procedure
Start with a matrix filled with all rows filled to their maximum number of 1s, that is row 0 has 4 1s and the other rows each have 3 1s. Then, start checking the conditions. Condition 0 (row 0) is automatically satisfied. For the rest of the conditions, either they are satisfied, or there are too many 1s in its condition set: take away 1s until the condition is satisfied. Do this for all conditions.
Generating all 'simpler' ones
Doing this, you end up with a matrix that satisfies all conditions. Now, you can change any 1 to a 0 and the matrix will still satisfy all the conditions. So, once you have a 'maximal' solution, you can generate all sub-solutions of it trivially.
This might be more Math related than C#, but I need a C# solution so I'm putting it here.
My question is about the probability of random number generators, more specifically if each possible value is returned with an equal probability.
I know there is the Random.Next(int, int) method which returns a number between the first integer and last (with the last being exclusive).
Random.Next() [without overloads] will return a value between 0 and Int32.MaxValue (which is 2147483647) - 1, so 2147483646.
If I want a value between 1 and 10, I could call Random.Next(1, 11) to do this, however does every value between 1 and 10 have an equal probability of occuring?
For example, the range is 10, so 2147483646 is not perfectly divisible by 10, so the values 1-6 have a slightly higher probability of occuring (because 2147483646 % 10 = 6). This is of course assuming that every value within Random.Next() [without overloads] returns a value between 0 and 2147483646 with equal probability.
How would one ensure that every number within a range has an equal probability of occuring? Let's say for a lottery type system where it would be unfair for some people to have a higher probility than others, I'm not saying I would use the C# built in RNG for this, I was just using it as an example.
I note that no one actually answered the meaty question in your post:
For example, the range is 10, so 2147483646 is not perfectly divisible by 10, so the values 1-6 have a slightly higher probability of occuring (because 2147483646 % 10 = 6). This is of course assuming that every value within Random.Next() [without overloads] returns a value between 0 and 2147483646 with equal probability.
How would one ensure that every number within a range has an equal probability of occuring?
Right, so you just throw out the values that cause the imbalance. For example, let's say that you had a RNG that could produce a uniform distribution over { 0, 1, 2, 3, 4 }, and you wanted to use it to produce a uniform distribution over { 0, 1 }. The naive implementation is: draw from {0, 1, 2, 3, 4} and then return the value % 2; this, however, would obviously produce a biased sample. This happens because, as you note, 5 (the number of items) is not evenly divisible by 2. So, instead, throw any draws that produce the value 4. Thus, the algorithm would be
draw from { 0, 1, 2, 3, 4 }
if the value is 4, throw it out
otherwise, return the value % 2
You can use this basic idea to solve the general problem.
however does every value between 1 and 10 have an equal probability of occuring?
Yes, it does. From MSDN:
Pseudo-random numbers are chosen with equal probability from a finite set of numbers.
Edit: Apparently the documentation is NOT consistent with the current implementation in .NET. The documentation states the draws are uniform, but the code suggests that it is not. However, that does NOT negate the fact that this is a soluble problem, and my approach is one way to solve it.
The C# built in RNG is, as you expect, a uniformly distributed one. Every number has an equal likelihood of occurring given the range you specify for Next(min, max).
You can test this yourself (I have) by taking, say, 1M samples and storing how many times each number actually appears. You'll get an almost flat-line curve if you graph it.
Also note that, each number having an equal likelihood doesn't mean that each number will occur the same amount of times. If you're looking at random numbers from 1 to 10, in 100 iterations, it won't be an even distribution of 10x occurrence for each number. Some numbers may occur 8 times, and others 12 or 13 times. However, with more iterations, this tends to even out somewhat.
Also, since it's mentioned in the comments, I'll add: if you want something stronger, look up cryptographic PRNGs. Mersenne Twister is particularly good from what I've seen (fast, cheap to compute, huge period) and it has open-source implementations in C#.
Test program:
var a = new int[10];
var r = new Random();
for (int i = 0; i < 1000000; i++) a[r.Next(1, 11) - 1]++;
for (int i = 0; i < a.Length; i++) Console.WriteLine("{0,2}{1,10}", i + 1, a[i]);
Output:
1 99924
2 100199
3 100568
4 100406
5 100114
6 99418
7 99759
8 99573
9 100121
10 99918
Conclusion:
Each value is returned with an equal probability.
Ashes and dtb are incorrect: You are right to suspect that some numbers would have a greater chance of occurring than others.
When you call .Next(x, y), there are y - x possible return values. The .NET 4.0 Random class calculates a return value based on the return value of NextDouble() (this is a slightly simplified description).
Obviously, the set of possible double values is finite, and, as you note, it may not be a multiple of the size of the set of possible return values of .Next(x, y). Therefore, assuming that the set of input values is uniformly distributed, some output values will have a slightly greater probability of occurring.
I don't know off hand how many numeric double values there are (i.e., excluding infinity and NaN values), but it is certainly larger than 2^32. In your case, if we assume 2^32 values, for the sake of argument, then we have to map 4294967296 inputs to 10 outputs. Some values would have a 429496730 / 429496729 greater probability of occurring, or 0.00000023283064397913028110629 percent greater. In fact, since the number of input states is greater than 2^32, the difference in probability would be even smaller.