I have the following which returns the rotation in degrees of an object, lensParentRight, through 360.
This is in Adobe Animate HTML5 Canvas (create.js/easel.js would apply). cylinderAngle is just an offset.
var cylinderAngleText = Math.abs((Math.round(((root.lensParentRight.rotation + cylinderAngle) * 100) / 100))) + "\u00B0";
I want to keep the angle returned between 1 and 180.
How would this be done in JavaScript?
You could always limit your variable values using mod "%" at end of your mathematical expression.
((exp)%180) in your case.
I hope that helps.
To add 2 numbers and constrain the value to lie within a specified range requires that you implement overflow on the results of the addition. Something like this:
function add_and_constrain_to_range( a, b, lo, hi ) {
const range = hi - lo ;
const sum = a + b ;
const result = lo + ( sum % range ) ;
return result;
}
Related
using Javascript in Photoshop Scripting, I wish to change the Opacity of X layers from Opacity 0 to Opacity 100, but in a gradual/slow to lastly hastened manner e.g. 'EaseInCirc' I believe.
The code I am using (not successfully) is: https://jsfiddle.net/09onhmy7/
numberOfLayers = 20;
myOpacity = 0;
x=0;
for(i = 0 ; i < numberOfLayers ; i++){
myIncrements = EaseExpo(i, 1, x, numberOfLayers);
x = myIncrements + myIncrements;
myOpacity = myOpacity + parseInt(myIncrements,10);
if (myOpacity > 100) {myOpacity = 100 ;}
document.write(myOpacity+",");
}
I found the EaseExpo(EaseInCirc) code on-line (http://gizma.com/easing/):
// t = current time
// b = start value
// c = change in value
// d = duration
// (t and d) can be frames
function EaseExpo(t, b, c, d) {
//EaseInCirc
return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
}
…but so far the code returns values that don't distribute as expected from 0 - 100 -- and most likely never will, as I don't know how to go about transposing them to suit the 0-100 bounds.
Basically, I'm trying to create an iteration of values (that aren't lineal) from 0 - X to represent a rate of change that slowly ramps up to maximum velocity (I'm pretty sure it’s a squareroot graph/function?) that I'm trying to replicate.
The values that will be input will always start at 0, but could have a maximum of any value.
The trick is, I need to be able to always transpose the end values into a 0-100 result.
e.g. A) 40 values = 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,30,32,34,36,39,42,46,51,58,68,83,100
e.g. B) 18 values = 1,3,5,7,9,11,13,15,17,20,23,27,32,39,49,64,88,100
I cant for the life of me work out how to do it -- or should I be using different math to achieve what I want?
Many thanks in advance, Livy
I am having a issue trying to work out the remaining percentage between 2 numbers.
I have worked out how to get the current percentage by using the following function:
function GetPercentage(x,y){
return ((x /y) * 100).toFixed(0);
}
The part I need help with is to get the remaining percentage.
For Example:
Lets say the maximum is 31 and I have a value of 1, how can I return the value 97%
Using my function above if I use GetPercentage(1,31) it would return 3.
However, I need help with the function to return 97.
I have tried using the following but doesn't seem to work.. I am guessing my Math isn't correct and hoping someone can correct me.
alert(GetPercentage(1,31) + "%" + " used. " + availablePercentage(5,31) + "% still available"); // trying to make it say: 3% used. 97% still available
function GetPercentage(x,y){
return ((x / y) * 100).toFixed(0);
}
function availablePercentage(x,y){
return ((y-x)/100).toFixed(0);
}
It sounds like you need to subtract the number you're computing from 100.
function availablePercentage(x,y){
return 100 - GetPercentage(x, y);
}
I believe a suitable formula for what you are looking for is
((y - x) / y) * 100
so for the inputs x = 1 and y = 31 you would get
((31 - 1) / 31) * 100
(30 / 31) * 100
96.77
I'm going to guess that you mean, given there are 31 things to do and I have done 1 what is the % that remain to do?
You need to subtract from 1 ( and multiply by 100 if you want percent from 0-100)
eg
function todoPercent(numTodo, numDone){
return (1-numDONE/numTodo)*100;
}
Using Javascript, how can I generate random numbers that are skewed towards one end or the other of the distribution? Or ideally an point within the range?
For context: I'm creating a UI that has uses a grid of random grey squares. I'm generating the grey's RGB values using Math.random() but would like to be able to skew the greys to be on average darker or lighter while still having the full range from black to white represented.
(I think this is a similar question to Skewing java random number generation toward a certain number but I'm working with Javascript...)
Any help greatly appreciated.
Raise Math.random() to a power to get a gamma curve - this changes the distribution between 0 and 1, but 0 and 1 stay constant endpoints.
var r= Math.pow(Math.random(), 2);
var colour= 'rgb('+r*255+', '+r*255+', '+r*255+')';
For gamma>1, you will get darker output; for 0<gamma<1 you get lighter. (Here, '2' gives you the x-squared curve; the equidistant lightness would be '0.5' for the square-root curve.)
This seems a little crude and less graceful than #bobince's answer, but what the hell.
//setup
var colours = [], num_colours = 10, skew_to = 255, skew_chance = 20;
//get as many RGB vals as required
for (var i=0; i<num_colours; i++) {
//generate random grey
var this_grey = Math.floor(Math.random() * 256);
//skew it towards the #skew_to endpoint, or leave as-is?
if (Math.floor(Math.random() * 100) >= skew_chance && this_grey != skew_to) {
//skew by random amount (0 - difference between curr val and endpoint)
var skew_amount = Math.floor(Math.random() * Math.abs(this_grey - skew_to));
this_grey += ' (skewed to '+(skew_to < this_grey ? this_grey - skew_amount : this_grey + skew_amount)+')';
}
colours.push(this_grey);
}
console.log(colours);
Essentially it generates random greys then decides, based on probably specified (as a percentage) in skew_chance, whether to skew it or not. (In case you wanted to make this occasional, not constant). If it decides to skew, a random number is then added or subtracted from the grey value (depending on whether the skew endpoint is under or above the current value).
This random number is a number between 0 and the absolute difference between the current value and the endpoint, e.g. if current value is 40, and the endpoint is 100, the number added would be between 0 and 60.
Like I say, #bobince's answer is somewhat, er, more graceful!
[This might be a little different approach.]
This approach deals with getting the number in the following fashion:
random = numberToSkewTo + random(-1,1)*stdDeviation
Where:
numberToSkewTo is the number you want to skew towards.
stdDeviation is the deviation from numberToSkewTo
numberToSkewTo + abs(stdDeviation) <= MAX_NUMBER and
numberToSkewTo - abs(stdDeviation) >= MIN_NUMBER
What the following code does is, it pick a random number around the given number with constantly increasing standard deviations. It returns the average of results.
function skew(skewTo,stdDev){
var rand = (Math.random()*2 - 1) + (Math.random()*2 - 1) + (Math.random()*2 - 1);
return skewTo + rand*stdDev;
}
function getRandom(skewTo){
var difference = Math.min(skewTo-MIN_NUMBER, MAX_NUMBER-skewTo);
var steps = 5;
var total = 0.0;
for(var i=1; i<=steps; i++)
total += skew(skewTo, 1.0*i*difference/steps);
return total/steps
}
Lets say I have a list of numbers in the following form(Ignore the | they are there for formating help).
00|00|xx
00|xx|00
xx|00|00
etc.
Rules: XX can be any number between 1 and 50. No XX values can be identical.
Now I select a random set of numbers(no duplicates) from a list qualifying the above format, and randomly add and subtract them. For example
000011 - 002400 - 230000 = -232389
How can I determine the original numbers and if they were added or subtracted solely from -232389? I'm stumped.
Thanks!
EDIT:
I was looking for a function so I ended up having to make one. Its just a proof of concept function so variables names are ugly http://jsfiddle.net/jPW8A/.
There are bugs in the following implementation, and it fails to work in a dozen of scenarios. Check the selected answer below.
function reverse_add_subtract(num){
var nums = [];
while(num != 0){
var str = num.toString(),
L = Math.abs(num).toString().length,
MA = str.match(/^(-?[0-9]?[0-9])([0-9][0-9])([0-9][0-9])*$/);
if(MA){
var num1 = MA[1],
num2 = MA[2];
}else{
var num1 = num,
num2 = 0;
}
if(L%2)L++;
if( num2 > 50){
if(num < 0) num1--;
else num1++;
}
nums.push(num1);
var add = parseInt(num1 + Array(--L).join(0),10);
num = (num-add);
}
return nums;
}
reverse_add_subtract(-122436);
First note that each xx group is constrained from [1, 50). This implies that each associated pair in the number that is in the range [50, 99) is really 100 - xx and this means that it "borrowed from" the group to the left. (It also means that there is only one set of normalized numbers and one solution, if any.)
So given the input 23|23|89 (the initial xx spots from -232389), normalize it -- that is, starting from the right, if the value is >= 50, get 100 - value and carry the 100 rightward (must balance). Example: (23 * 100) + 89 = 2300 * 89 = 2400 - 11 = 2389. And example that shows that it doesn't matter if it's negative as the only things that change is the signs: (-23 * 100) - 89 = -2300 - 89 = -2400 + 11 = -2389
(Notes: Remember, 1 is added to the 23 group to make it 24: the sign of the groups is not actually considered in this step, the math is just to show an example that it's okay to do! It may be possible to use this step to determine the sign and avoid extra math below, but this solution just tries to find the candidate numbers at this step. If there are any repeats of the number groups after this step then there is no solution; otherwise a solution exists.)
The candidate numbers after the normalization are then 23|24|11 (let's say this is aa|bb|cc, for below). All the xx values are now known and it is just a matter of finding the combination such that e * (aa * 10000) + f * (bb * 100) + g * (cc * 1) = -232389. The values aa, bb, cc are known from above and e, f, and g will be either 1 or -1, respectively.
Solution Warning: A method of finding the addition or subtraction given the determined numbers (determined above) is provided below the horizontal separator. Take a break and reflect on the above sections before deciding if the extra "hints" are required.
This can then be solved by utilizing the fact that all the xx groups are not dependent after the normalization. (At each step, try to make the input number for the next step approach zero.)
Example:
-232389 + (23 * 10000) = -2389 (e is -1 because that undoes the + we just did)
-2389 + (24 * 100) = 11 (likewise, f is -1)
11 - (11 * 1) = 0 (0 = win! g is 1 and solution is (-1 * 23 * 10000) + (-1 * 24 * 100) + (1 * 11 * 1) = -232389)
Happy homeworking.
First, your math is wrong. Your leading zeros are converting the first two numbers to octal. If that is the intent, the rest of this post doesn't exactly apply but may be able to be adapted.
11-2400-230000 = -232389
Now the last number is easy, it's always the first two digits, 23 in this case. Remove that:
-232389 + 230000 = -2389
Your 2nd number is the next 100 below this, -2400 in this case. And your final number is simply:
-2389 + 2400 = 11
Aww! Someone posted an answer saying "brute force it" that I was about to respond to with:
function find(num){for(var i=1;i<50;i++){for(var o1=0;o1<2;o1++){for(var j=1;j<50;j++){for(var o2=0;o2<2;o2++){for(var k=1;k<50;k++){var eq;if(eval(eq=(i+(o1?'+':'-')+j+'00'+(o2?'+':'-')+k+'0000'))==num){ return eq; }}}}}}}
they deleted it... :(
It was going to go in the comment, but here's a cleaner format:
function find(num){
for(var i=1;i<50;i++){
for(var o1=0;o1<2;o1++){
for(var j=1;j<50;j++){
for(var o2=0;o2<2;o2++){
for(var k=1;k<50;k++){
var eq;
if(eval(eq=(i+(o1?'+':'-')+j+'00'+(o2?'+':'-')+k+'0000'))==num){ return eq; }
}
}
}
}
}
}
I'm looking for the best way of implementing random number generator, that will allow me to have control over probability from what range the generated number will be returned. To visualize what I'm trying to achieve I have a picture :
So to summarize :
Let's say that my range is 400. At the beginning I'd like to have 5% probability of getting number 0-20. But at some moment in time I'd like to have this probability increased up to 50%. Hope you get the idea.
Hmm, working on your original I had a pretty simple algorithm to generate ranges in an array in the appropriate proportion, then randomly select a range and generate a random number within that range. No doubt it can be optimised if necessary, but it works for me.
It looks like a lot of code, but 3/4 of it is comments, test data and function, the actual randomRange function is only 17 lines of code.
<script type="text/javascript">
function randomRange(dataArray) {
// Helper function
function getRandomInRange(s, f) {
return (Math.random() * (f-s+1) | 0) + s
}
// Generate new data array based on probability
var i, j = dataArray.length;
var oArray = [];
var o;
while (j--) {
o = dataArray[j];
// Make sure probability is an integer
for (i=0, iLen=o.probability|0; i<iLen; i++) {
oArray.push([o.rangeStart, o.rangeEnd]);
}
}
// Randomly select a range from new data array and
// generate a random number in that range
var oEnd = oArray.length;
var range = oArray[getRandomInRange(0, oArray.length - 1)];
return getRandomInRange(range[0], range[1]);
}
// Test data set. Probability just has to be
// representative, so 50/50 === 1/1
var dataArray = [
{
rangeStart: 0,
rangeEnd : 20,
probability: 1
},
{
rangeStart: 21,
rangeEnd : 400,
probability: 1
}
];
// Test function to show range and number is randomly
// selected for given probability
function testIt() {
var el0 = document.getElementById('div0');
var el1 = document.getElementById('div1');
function run() {
var n = randomRange(dataArray);
if (n <= 20) {
el0.innerHTML += '*';
} else {
el1.innerHTML += '*';
}
}
setInterval(run, 500);
}
</script>
<button onclick="testIt();">Generate random number</button>
<div>Numbers 0 - 20</div>
<div id="div0"></div>
<div>Numbers 21 - 400</div>
<div id="div1"></div>
It sounds to me like what you're looking for is a way to generate numbers on a normal (or Gaussian) distribution (take a look at the Wikipedia page if you don't know what that means).
The Box-Muller transformation can be used to generate pairs of normally distributed numbers.
Here is a c++ implementation of the polar form of the Box-Muller transformation that shouldn't be hard to translate to javascript.
// Return a real number from a normal (Gaussian) distribution with given
// mean and standard deviation by polar form of Box-Muller transformation
double x, y, r;
do
{
x = 2.0 * rand() - 1.0;
y = 2.0 * rand() - 1.0;
r = x * x + y * y;
}
while ( r >= 1.0 || r == 0.0 );
double s = sqrt( -2.0 * log(r) / r );
return mean + x * s * stddev;
Where mean is the mean of the normal distribution and stddev is the Standard Deviation of the distribution. This code is from a MersesenneTwister C++ class that I've been using recently that you can find on Rick Wagner's page. You can find some more useful information about the Box-Muller transformation on this page.