# Returns the result of a binary AND operation on `self` and `i`
#
# assert 0x10 & 0x01 == 0
- fun &(i: Int): Int `{ return self & i; `}
+ fun &(i: Int): Int is intern `{ return self & i; `}
# Returns the result of a binary OR operation on `self` and `i`
#
# assert 0x10 | 0x01 == 0x11
- fun |(i: Int): Int `{ return self | i; `}
+ fun |(i: Int): Int is intern `{ return self | i; `}
# Returns the result of a binary XOR operation on `self` and `i`
#
#
# assert 3.is_prime
# assert not 1.is_prime
- # assert not 12.is_prime
+ # assert not 15.is_prime
fun is_prime: Bool
do
if self == 2 then
else if self <= 1 or self.is_even then
return false
end
- for i in [3..self.sqrt[ do
+ for i in [3..self.sqrt] do
if self % i == 0 then return false
end
return true
end
return res
end
+
+ # Is `self` a power of two ?
+ #
+ # ~~~nit
+ # assert not 3.is_pow2
+ # assert 2.is_pow2
+ # assert 1.is_pow2
+ # assert not 0.is_pow2
+ # ~~~
+ fun is_pow2: Bool do return self != 0 and (self & self - 1) == 0
end
redef class Byte
# Returns the result of a binary AND operation on `self` and `i`
#
# assert 0x10u8 & 0x01u8 == 0u8
- fun &(i: Byte): Byte `{ return self & i; `}
+ fun &(i: Byte): Byte is intern `{ return self & i; `}
# Returns the result of a binary OR operation on `self` and `i`
#
# assert -0.5.lerp(0.0, 128.0) == -64.0
# ~~~
fun lerp(a, b: Float): Float do return (1.0 - self) * a + self * b
+
+ # Quadratic Bézier interpolation between `a` and `b` with an `handle` using `self` as weight
+ #
+ # ~~~
+ # assert 0.00.qerp(0.0, 32.0, 128.0) == 0.0
+ # assert 0.25.qerp(0.0, 32.0, 128.0) == 20.0
+ # assert 0.50.qerp(0.0, 32.0, 128.0) == 48.0
+ # assert 0.75.qerp(0.0, 32.0, 128.0) == 84.0
+ # assert 1.00.qerp(0.0, 32.0, 128.0) == 128.0
+ # ~~~
+ fun qerp(a, handle, b: Float): Float do
+ var p = self
+ var i = 1.0 - p
+ var r = i*i * a +
+ 2.0*i*p * handle +
+ p*p * b
+ return r
+ end
+
+ # Cubic Bézier interpolation between `a` and `b` with two handles using `self` as weight
+ #
+ # The Cubic Bézier interpolation is the most common one and use two control points.
+ #
+ # ~~~
+ # assert 0.00.cerp(0.0, 32.0, 128.0, 64.0) == 0.0
+ # assert 0.25.cerp(0.0, 32.0, 128.0, 64.0) == 32.5
+ # assert 0.50.cerp(0.0, 32.0, 128.0, 64.0) == 68.0
+ # assert 0.75.cerp(0.0, 32.0, 128.0, 64.0) == 85.5
+ # assert 1.00.cerp(0.0, 32.0, 128.0, 64.0) == 64.0
+ # ~~~
+ fun cerp(a, a_handle, b_handle, b: Float): Float do
+ var p = self
+ var i = 1.0 - p
+ var r = i*i*i * a +
+ 3.0*i*i*p * a_handle +
+ 3.0*i*p*p * b_handle +
+ p*p*p * b
+ return r
+ end
end
# Positive float infinite (IEEE 754)
res.shuffle
return res
end
+
+ # Return a new array made of (at most) `length` elements randomly chosen.
+ #
+ # ~~~
+ # var a = [1,2,1].sample(2)
+ # assert a == [1,1] or a == [1,2] or a == [2,1]
+ # ~~~
+ #
+ # If there is not enough elements, then the result only contains them in a random order.
+ # See `to_shuffle`.
+ #
+ # ENSURE `result.length == self.length.min(length)`
+ #
+ # Note: the default implementation uses the Reservoir Algorithm
+ fun sample(length: Int): Array[E]
+ do
+ if length >= self.length then return to_shuffle
+
+ var res = new Array[E].with_capacity(length)
+ var it = iterator
+ for i in [0..length[ do
+ res[i] = it.item
+ it.next
+ end
+ res.shuffle
+ for i in [length+1..self.length] do
+ var j = i.rand
+ if j < length then
+ res[j] = it.item
+ end
+ it.next
+ end
+ return res
+ end
end
redef class SequenceRead[E]
end
end
-# Computes the arc tangent given `x` and `y`.
+# Computes the arc tangent given `y` and `x`.
#
# assert atan2(-0.0, 1.0) == -0.0
# assert atan2(0.0, 1.0) == 0.0
-fun atan2(x: Float, y: Float): Float `{ return atan2(x, y); `}
+fun atan2(y: Float, x: Float): Float `{ return atan2(y, x); `}
# Approximate value of **pi**.
fun pi: Float do return 3.14159265
# assert 10.rand == a
# assert 100.rand == b
# ~~~~
-fun srand_from(x: Int) `{ nit_rand_seeded = 1; nit_rand_seed = x; `}
+fun srand_from(x: Int) `{ nit_rand_seeded = 1; nit_rand_seed = (unsigned int)x; `}
# Reinitialize the pseudo-random generator used by the method `rand` and other.
# This method is automatically invoked at the begin of the program, so usually, there is no need to manually invoke it.
# The only exception is in conjunction with `srand_from` to reset the pseudo-random generator.
-fun srand `{ nit_rand_seeded = 0; srand(time(NULL)); `}
+fun srand `{ nit_rand_seeded = 0; srand((unsigned int)time(NULL)); `}