So I wanted to implement the path of the Moon around the Earth with a C program.
My problem is that you know the Moon's velocity and position at Apogee and Perigee.
So I started to solve it from Apogee, but I cannot figure out how I could add the second velocity and position as "initial value" for it. I tried it with an if but I don't see any difference between the results. Any help is appreciated!
Here is my code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
typedef void (*ode)(double* p, double t, double* k, double* dk);
void euler(ode f, double *p, double t, double* k, double h, int n, int N)
{
double kn[N];
double dk[N];
double Rp = - 3.633 * pow(10,8); // x position at Perigee
for(int i = 0; i < n; i++)
{
f(p, 0, k, dk);
for (int j = 0; j < N; j++)
{
if (k[0] == Rp) // this is the "if" I mentioned in my comment
// x coordinate at Perigee
{
k[1] = 0; // y coordinate at Perigee
k[2] = 0; // x velocity component at Perigee
k[3] = 1076; // y velocity component at Perigee
}
kn[j] = k[j] + h * dk[j];
printf("%f ", kn[j]);
k[j] = kn[j];
}
printf("\n");
}
}
void gravity_equation(double* p, double t, double* k, double* dk)
{
// Earth is at the (0, 0)
double G = p[0]; // Gravitational constant
double m = p[1]; // Earth mass
double x = k[0]; // x coordinate at Apogee
double y = k[1]; // y coordinate at Apogee
double Vx = k[2]; // x velocity component at Apogee
double Vy = k[3]; // y velocity component at Apogee
dk[0] = Vx;
dk[1] = Vy;
dk[2] = (- G * m * x) / pow(sqrt((x * x)+(y * y)),3);
dk[3] = (- G * m * y) / pow(sqrt((x * x)+(y * y)),3);
}
void run_gravity_equation()
{
int N = 4; // how many equations there are
double initial_values[N];
initial_values[0] = 4.055*pow(10,8); // x position at Apogee
initial_values[1] = 0; // y position at Apogee
initial_values[2] = 0; // x velocity component at Apogee
initial_values[3] = (-1) * 964; //y velocity component at Perigee
int p = 2; // how many parameters there are
double parameters[p];
parameters[0] = 6.67384 * pow(10, -11); // Gravitational constant
parameters[1] = 5.9736 * pow(10, 24); // Earth mass
double h = 3600; // step size
int n = 3000; // the number of steps
euler(&gravity_equation, parameters, 0, initial_values, h, n, N);
}
int main()
{
run_gravity_equation();
return 0;
}
Your interface is
euler(odefun, params, t0, y0, h, n, N)
where
N = dimension of state space
n = number of steps to perform
h = step size
t0, y0 = initial time and value
The intended function of this procedure seems to be that the updated values are returned inside the array y0. There is no reason to insert some hack to force the state to have some initial conditions. The initial condition is passed as argument. As you are doing in void run_gravity_equation(). The integration routine should remain agnostic of the details of the physical model.
It is extremely improbable that you will hit the same value in k[0] == Rp a second time. What you can do is to check for sign changes in Vx, that is, k[1] to find points or segments of extremal x coordinate.
Trying to interpret your description closer, what you want to do is to solve a boundary value problem where x(0)=4.055e8, x'(0)=0, y'(0)=-964 and x(T)=-3.633e8, x'(T)=0. This has the advanced tasks to solve a boundary value problem with single or multiple shooting and additionally, that the upper boundary is variable.
You might want to to use the Kepler laws to get further insights into the parameters of this problem so that you can solve it just with a forward integration. The Kepler ellipse of the first Kepler law has the formula (scaled for Apogee at phi=0, Perigee at phi=pi)
r = R/(1-E*cos(phi))
so that
R/(1-E)=4.055e8 and R/(1+E)=3.633e8,
which gives
R=3.633*(1+E)=4.055*(1-E)
==> E = (4.055-3.633)/(4.055+3.633) = 0.054891,
R = 3.633e8*(1+0.05489) = 3.8324e8
Further, the angular velocity is given by the second Kepler law
phi'*r^2 = const. = sqrt(R*G*m)
which gives tangential velocities at Apogee (r=R/(1-E))
y'(0)=phi'*r = sqrt(R*G*m)*(1-E)/R = 963.9438
and Perigee (r=R/(1+E))
-y'(T)=phi'*r = sqrt(R*G*m)*(1+E)/R = 1075.9130
which indeed reproduces the constants you used in your code.
The area of the Kepler ellipse is pi/4 times the product of smallest and largest diameter. The smallest diameter can be found at cos(phi)=E, the largest is the sum of apogee and perigee radius, so that the area is
pi*R/sqrt(1-E^2)*(R/(1+E)+R/(1-E))/2= pi*R^2/(1-E^2)^1.5
At the same time it is the integral over 0.5*phi*r^2 over the full period 2*T, thus equal to
sqrt(R*G*m)*T
which is the third Kepler law. This allows to compute the half-period as
T = pi/sqrt(G*m)*(R/(1-E^2))^1.5 = 1185821
With h = 3600 the half point should be reached between n=329 and n=330 (n=329.395). Integration with scipy.integrate.odeint vs. Euler steps gives the following table for h=3600:
n [ x[n], y[n] ] for odeint/lsode for Euler
328 [ -4.05469444e+08, 4.83941626e+06] [ -4.28090166e+08, 3.81898023e+07]
329 [ -4.05497554e+08, 1.36933874e+06] [ -4.28507841e+08, 3.48454695e+07]
330 [ -4.05494242e+08, -2.10084488e+06] [ -4.28897657e+08, 3.14986514e+07]
The same for h=36, n=32939..32940
n [ x[n], y[n] ] for odeint/lsode for Euler
32938 [ -4.05499997e+08 5.06668940e+04] [ -4.05754415e+08 3.93845978e+05]
32939 [ -4.05500000e+08 1.59649309e+04] [ -4.05754462e+08 3.59155385e+05]
32940 [ -4.05500000e+08 -1.87370323e+04] [ -4.05754505e+08 3.24464789e+05]
32941 [ -4.05499996e+08 -5.34389954e+04] [ -4.05754545e+08 2.89774191e+05]
which is a little closer for the Euler method, but not much better.
Related
I want to estimate multiplicity of polynomial roots.
I have found some info about it, choosed the test example and made c program
Here should be 4 roots. One simple root and one with multiplicity 3.
#include <complex.h>
#include <math.h>
#include <stdio.h>
complex long double z0 = +1.5; // exact period = 1 stability = 3.000000000000000000 multiplicity = ?
complex long double z1 = -0.5; // exact period = 2 stability = 0.999999999999900080 multiplicity = ?
complex long double c = -0.75; // parameter of the f function
/*
https://en.wikibooks.org/wiki/Fractals/Mathematics/Newton_method
*/
int GiveMultiplicity(const complex long double c, const complex long double z0 , const int pMax){
complex long double z = z0;
complex long double d = 1.0; /* d = first derivative with respect to z */
complex long double e = 0.0; // second derivative with respect to z
complex long double m;
int multiplicity;
int p;
for (p=0; p < pMax; p++){
d = 2*z*d; // f' = first derivative with respect to z */
e = 2*(d*d +z*e); // f'' = second derivative with respect to z
z = z*z +c ; // f = complex quadratic polynomial
}
m = (d*d)/(d*d -z*e);
multiplicity = (int) round(cabs(m));
return multiplicity;
}
int main(){
int m;
m = GiveMultiplicity(c, z0, 1);
printf("m = %d \n", m);
m = GiveMultiplicity(c, z1, 1);
printf("m = %d \n", m);
m = GiveMultiplicity(c, z1, 2);
printf("m = %d \n", m);
return 0;
}
The result is :
m=1
m=1
m=1
Is it good ? Maybe I should simply add the results ?
Good results using symbolic computations are roots: [ 3/2, -1/2] and its multiplicities : [1,3]
Here is a graph of the function f(z)= (z^2-0.75)^2-z-0.75 = z^4-1.5*z^2-z-3/16
Is it possibly to compute the similar values numerically ?
You do this with contour integration, see here. Software is available.
Summary of changes:
evaluate e before evaluating d inside the loop;
when subtracting z0 from z after the loop, you also need to subtract 1 from d to match;
perturb input a small amount from true root location to avoid 0/0 = NaN result: h must be small enough, but not too small...
Complete program:
#include <complex.h>
#include <math.h>
#include <stdio.h>
complex long double h = 1.0e-6; // perturb a little; not too big, not too small
complex long double z0 = +1.5; // exact period = 1 stability = 3.000000000000000000 multiplicity = ?
complex long double z1 = -0.5; // exact period = 2 stability = 0.999999999999900080 multiplicity = ?
complex long double c = -0.75; // parameter of the f function
/*
https://en.wikibooks.org/wiki/Fractals/Mathematics/Newton_method
*/
int GiveMultiplicity(const complex long double c, const complex long double z0, const int pMax){
complex long double z = z0;
complex long double d = 1.0; /* d = first derivative with respect to z */
complex long double e = 0.0; // second derivative with respect to z
complex long double m;
int multiplicity;
int p;
for (p=0; p < pMax; p++){
e = 2*(d*d +z*e); // f'' = second derivative with respect to z
d = 2*z*d; // f' = first derivative with respect to z */
z = z*z +c ; // f = complex quadratic polynomial
}
d = d - 1;
z = z - z0;
m = (d*d)/(d*d -z*e);
multiplicity = (int) round(cabs(m));
return multiplicity;
}
int main(){
int m;
m = GiveMultiplicity(c, z0 + h, 1);
printf("m = %d\n", m);
m = GiveMultiplicity(c, z1 + h, 1);
printf("m = %d\n", m);
m = GiveMultiplicity(c, z1 + h, 2);
printf("m = %d\n", m);
return 0;
}
Output:
m = 1
m = 1
m = 3
I have found one error im my initial program. Function for finding periodic points should be
f^n(z) - z
so
for (p=0; p < pMax; p++){
d = 2*z*d; // f' = first derivative with respect to z */
e = 2*(d*d +z*e); // f'' = second derivative with respect to z
z = z*z +c ; // f = complex quadratic polynomial
}
z = z - z0; // new line
I have choosed the method based on the geometrical notation of the root
It is described in The Fundamental Theorem of Algebra: A Visual Approach by Daniel J. Velleman
I count how many times color chages along a circle around root.
I use carg function which returns the phase angle of z in the interval [−π; π]. So count the sign change of the argument and divide it by 2. This estimates the multiplicity of the root.
It is probly the same method as above, but easier to understand and implement for me.
Here is the image of dynamical plane
before transformation:
and after f(z):
and the code:
// gcc p.c -Wall -lm
// ./a.out
#include <complex.h>
#include <math.h>
#include <stdio.h>
// parameter c of the function fc(z) = z^2+c is c = -0.7500000000000000 ; 0.0000000000000000
const long double pi = 3.1415926535897932384626433832795029L;
long double EPS2 = 1e-18L*1e-18L; //
complex double c = -0.75;
complex double z = 1.5; //-0.5;
//https://stackoverflow.com/questions/1903954/is-there-a-standard-sign-function-signum-sgn-in-c-c
int sign(long double x){
if (x > 0.0) return 1;
if (x < 0.0) return -1;
return 0;
}
int DifferentSign(long double x, long double y){
if (sign(x)!=sign(y)) return 1;
return 0;
}
long double complex Give_z0(long double InternalAngleInTurns, long double radius )
{
//0 <= InternalAngleInTurns <=1
long double a = InternalAngleInTurns *2.0*pi; // from turns to radians
long double Cx, Cy; /* C = Cx+Cy*i */
Cx = radius*cosl(a);
Cy = radius*sinl(a);
return Cx + Cy*I;
}
int GiveMultiplicity(complex long double zr, int pMax){
int s; // number of starting point z0
int sMax = 5*pMax; // it should be greater then 2*pMax
long double t= 0.0; // angle of circle around zr, measured in turns
long double dt = 1.0 / sMax; // t step
long double radius = 0.001; // radius should be smaller then minimal distance between roots
int p;
long double arg_old = 0.0;
long double arg_new = 0.0;
int change = 0;
complex long double z;
complex long double z0;
//complex long double zp;
//
for (s=0; s<sMax; ++s){
z0 = zr + Give_z0(t, radius); // z = point on the circle around root zr
// compute zp = f^p(z)
z = z0;
for (p=0; p < pMax; ++p){z = z*z + c ;} /* complex quadratic polynomial */
// turn (zp-z0)
z = z - z0; // equation for periodic_points of f for period p
arg_new = carg(z);
if (DifferentSign(arg_new, arg_old)) {change+=1;}
arg_old = arg_new;
//printf("z0 = %.16f %.16f zp = %.16f %.16f\n", creal(z0), cimag(z0), creal(zp), cimag(zp));
t += dt; // next angle using globl variable dt
}
return change/2;
}
int main(){
printf("multiplicity = %d\n", GiveMultiplicity(z,2));
return 0;
}
And here is the image of argument of z around root ( it uses carg )
Second part of Q: Then solve the integral between 0 and y of (x^2)(e^(-x^2))dx=0.1 for y using bracketing and bisection.
Here's what I have done so far:
#include <stdio.h>
#include <math.h>
double f(double x, double y);
int main(void) {
int i, steps;
double a, b, y, h, m, lower, upper, x, simp, val;
/*
* Integrate (x^2)(e^(-x^2)) from 0 to y
*/
steps = 20000;
a = 0;
b = y;
h= (b-a)/steps;
/*
* now apply Simpson's rule. Note that the steps should be even.
*/
simp = -f(a, y);
x = a;
for (i =0; i < steps; i += 2) {
simp += 2.0*f(x,y)+4.0*f(x+h, y);
x += 2*h;
}
simp += f(b, y);
simp *= h/3.0;
/*
* print out the answer
*/
printf("The integral from 0 to y with respect to x by Simpson's Rule is %f\n", simp);
/*
* Now we need to bracket and bisect to find y
*/
lower = 0;
/*
* Lower bound is from turning point
*/
upper = 100;
/*
*Upper value given.
*/
while (upper - lower > 10E-10){
m = (lower + upper)/2;
val = f(m, y);
if (val >=0)
upper = m;
if (val <=0)
lower = m;
}
m = (lower + upper)/2;
printf("The value for y is: %lf\n", m);
return 0;
}
double f(double x, double y) {
return pow(x,2)*exp(pow(-x,2))-0.1;
}
Output: The integral from 0 to y with respect to x by Simpson's Rule is -0.000000
The value for y is: 0.302120
It runs but doesn't do exactly what I need it to do. I need to be able to continue working with the integral once I've used 0 and y as the limits. I can't do this. Then continue on and solve for y. It gives me a value for y but is not the same one I get if i solve using online calculators. Also, the output gave zero for the integral even when I changed the equation to be integrated to x^2. Can anyone help explain in as simple terms as possible?
Here I have a little problem. Create something from this formula:
This is what I have, but it doesn't work. Franky, I really don't understand how it should work.. I tried to code it with some bad instructions. N is number of iteration and parts of fraction. I think it leads somehow to recursion but don't know how.
Thanks for any help.
double contFragLog(double z, int n)
{
double cf = 2 * z;
double a, b;
for(int i = n; i >= 1; i--)
{
a = sq(i - 2) * sq(z);
b = i + i - 2;
cf = a / (b - cf);
}
return (1 + cf) / (1 - cf);
}
The central loop is messed. Reworked. Recursion not needed either. Just compute the deepest term first and work your way out.
double contFragLog(double z, int n) {
double zz = z*z;
double cf = 1.0; // Important this is not 0
for (int i = n; i >= 1; i--) {
cf = (2*i -1) - i*i*zz/cf;
}
return 2*z/cf;
}
void testln(double z) {
double y = log((1+z)/(1-z));
double y2 = contFragLog(z, 8);
printf("%e %e %e\n", z, y, y2);
}
int main() {
testln(0.2);
testln(0.5);
testln(0.8);
return 0;
}
Output
2.000000e-01 4.054651e-01 4.054651e-01
5.000000e-01 1.098612e+00 1.098612e+00
8.000000e-01 2.197225e+00 2.196987e+00
[Edit]
As prompted by #MicroVirus, I found double cf = 1.88*n - 0.95; to work better than double cf = 1.0;. As more terms are used, the value used makes less difference, yet a good initial cf requires fewer terms for a good answer, especially for |z| near 0.5. More work could be done here as I studied 0 < z <= 0.5. #MicroVirus suggestion of 2*n+1 may be close to my suggestion due to an off-by-one of what n is.
This is based on reverse computing and noting the value of CF[n] as n increased. I was surprised the "seed" value did not appear to be some nice integer equation.
Here's a solution to the problem that does use recursion (if anyone is interested):
#include <math.h>
#include <stdio.h>
/* `i` is the iteration of the recursion and `n` is
just for testing when we should end. 'zz' is z^2 */
double recursion (double zz, int i, int n) {
if (!n)
return 1;
return 2 * i - 1 - i * i * zz / recursion (zz, i + 1, --n);
}
double contFragLog (double z, int n) {
return 2 * z / recursion (z * z, 1, n);
}
void testln(double z) {
double y = log((1+z)/(1-z));
double y2 = contFragLog(z, 8);
printf("%e %e %e\n", z, y, y2);
}
int main() {
testln(0.2);
testln(0.5);
testln(0.8);
return 0;
}
The output is identical to the solution above:
2.000000e-01 4.054651e-01 4.054651e-01
5.000000e-01 1.098612e+00 1.098612e+00
8.000000e-01 2.197225e+00 2.196987e+00
I have a 2D plane in three dimensions: x+y+z=1, and I want to generate random points(x,y,z) on the plane. How can I choose these points so that they are distributed uniformly?
The Problem
As mentioned in the comments, the question was under specified. Despite that it's a interesting question. Because no distribution was given I just picked one. Here is the more precise(?)/general(?) question I will answer:
Suppose I have a plane P in R^3 defined by ax + by + cz = d.
Let c be in the point on P closest to the origin.
How can I uniformly choose a point on P within some radius r of c?
The Algorithm
Let n = (a,b,c). n is the vector normal to P.
direction
Generate any non-zero vector on the plane ax + by + cz = d, call it w. You can do this by taking the cross product of n with any non-zero vector not parallel to n.
Rotate w around n by a random angle in [0,2pi). You can do this using http://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula.
so , now you got direction by normalizing it
direction = direction / direction.magnitude
origin of the ray
If d is 0, we're done. Otherwise:
Calculate c = distance of plane from Vector3(0 , 0 , 0)
according to http://en.wikipedia.org/wiki/Distance_from_a_point_to_a_plane.
Translate Origin of ray
origin of the ray = vector3.zero + c * ( n )
scale = random.range(min , max)
So the point is
origin_of_the_ray + scale * (direction_)
The Code
Here is my C implementation of the algorithm. I wrote all the vector machinery from scratch so it's a little messy. I have not tested this throughly.
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <math.h>
typedef struct {
double x, y, z;
} vec3;
vec3 vec(double x, double y, double z);
vec3 crossp(vec3 u, vec3 v);
vec3 add(vec3 u, vec3 v);
double dotp(vec3 u, vec3 v);
double norm2(vec3 u);
double norm(vec3 u);
vec3 scale(vec3 u, double s);
vec3 normalize(vec3 u);
void print_vec3(vec3 u);
// generates a random point on the plane ax + by + cz = d
vec3 random_on_plane(double r, double a, double b, double c, double d) {
// The normal vector for the plane
vec3 n = vec(a, b, c);
// create a normal vector on the plane ax + by + cz = 0
// we take any vector not parallel to n
// and find the cross product
vec3 w;
if (n.x == 0)
w = crossp(n, vec(1,0,0));
else
w = crossp(n, vec(0,0,1));
// rotate the vector around n by a random angle
// using Rodrigues' rotation formula
// http://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula
double theta = ((double)rand() / RAND_MAX) * M_PI;
vec3 k = normalize(n);
w = add(scale(w, cos(theta)),
scale(crossp(k, w), sin(theta)));
// Scale the vector fill our disk.
// If the radius is zero, generate unit vectors
if (r == 0) {
w = scale(w, r/norm(w));
} else {
double rand_r = ((double)rand() / RAND_MAX) * r;
w = scale(w, rand_r/norm(w));
}
// now translate the vector from ax + by + cz = 0
// to the plane ax + by + cz = d
// http://en.wikipedia.org/wiki/Distance_from_a_point_to_a_plane
if (d != 0) {
vec3 t = scale(n, d / norm2(n));
w = add(w, t);
}
return w;
}
int main(void) {
int i;
srand(time(NULL));
for (i = 0; i < 100; i++) {
vec3 r = random_on_plane(10, 1, 1, 1, 1);
printf("random v = ");
print_vec3(r);
printf("sum = %f, norm = %f\n", r.x + r.y + r.z, norm(r));
}
}
vec3 vec(double x, double y, double z) {
vec3 u;
u.x = x;
u.y = y;
u.z = z;
return u;
}
vec3 crossp(vec3 u, vec3 v) {
vec3 w;
w.x = (u.y * v.z) - (u.z * v.y);
w.y = (u.z * v.x) - (u.x * v.z);
w.z = (u.x * v.y) - (u.y * v.x);
return w;
}
double dotp(vec3 u, vec3 v) {
return (u.x * v.x) + (u.y * v.y) + (u.z * v.z);
}
double norm2(vec3 u) {
return dotp(u, u);
}
double norm(vec3 u) {
return sqrt(norm2(u));
}
vec3 scale(vec3 u, double s) {
u.x *= s;
u.y *= s;
u.z *= s;
return u;
}
vec3 add(vec3 u, vec3 v) {
u.x += v.x;
u.y += v.y;
u.z += v.z;
return u;
}
vec3 normalize(vec3 u) {
return scale(u, 1/norm(u));
}
void print_vec3(vec3 u) {
printf("%f %f %f\n", u.x, u.y, u.z);
}
Eugene had it almost right: generate two random numbers on the interval [0,1), call them A, B. Then x = min(A,B), y = max(A,B) - x, z = 1 - (x + y). Basically, you pick two points on the line [0,1) and your three coordinates are the three intervals defined by those two points.
I'll first give you a simple algorithm
x = rand()
y = rand()
z = 1 - x - y
Now lets see an implementation of that algorithm
This code will produce any sort of numbers ( +ve or -ve )
#include<stdio.h>
#include<stdlib.h>
#include<time.h>
int main()
{
srand(time(NULL));
int x= ( rand() - rand() ) ;
int y= ( rand() - rand() ) ;
int z=1-x-y;
printf("x=%d y=%d z=%d",x,y,z);
}
just use srand() to seed the random number generator, and use rand() to assign a random number.
If you need to create random numbers with a range, then use rand() % ( maxnumber + 1 ) where maxnumber is the maximum value you want.
If you want all of your numbers to be positive, then try this
int main()
{
srand(time(NULL));
int x, y , z = -1;
while ( z < 0 )
{
x = rand() ;
y = rand() ;
z = 1 - (x + y );
}
printf("x=%d y=%d z=%d",x,y,z);
}
WARNING
the above code might take some time to execute, so don't expect an instant result
I am trying to generate an array of n points that are equidistant from each other and lie on a circle in C. Basically, I need to be able to pass a function the number of points that I would like to generate and get back an array of points.
It's been a really long time since I've done C/C++, so I've had a stab at this more to see how I got on with it, but here's some code that will calculate the points for you. (It's a VS2010 console application)
// CirclePoints.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "stdio.h"
#include "math.h"
int _tmain()
{
int points = 8;
double radius = 100;
double step = ((3.14159265 * 2) / points);
double x, y, current = 0;
for (int i = 0; i < points; i++)
{
x = sin(current) * radius;
y = cos(current) * radius;
printf("point: %d x:%lf y:%lf\n", i, x, y);
current += step;
}
return 0;
}
Try something like this:
void make_circle(float *output, size_t num, float radius)
{
size_t i;
for(i = 0; i < num; i++)
{
const float angle = 2 * M_PI * i / num;
*output++ = radius * cos(angle);
*output++ = radius * sin(angle);
}
}
This is untested, there might be an off-by-one hiding in the angle step calculation but it should be close.
This assumes I understood the question correctly, of course.
UPDATE: Redid the angle computation to not be incrementing, to reduce float precision loss due to repeated addition.
Here's a solution, somewhat optimized, untested. Error can accumulate, but using double rather than float probably more than makes up for it except with extremely large values of n.
void make_circle(double *dest, size_t n, double r)
{
double x0 = cos(2*M_PI/n), y0 = sin(2*M_PI/n), x=x0, y=y0, tmp;
for (;;) {
*dest++ = r*x;
*dest++ = r*y;
if (!--n) break;
tmp = x*x0 - y*y0;
y = x*y0 + y*x0;
x = tmp;
}
}
You have to solve this in c language:
In an x-y Cartesian coordinate system, the circle with centre coordinates (a, b) and radius r is the set of all points (x, y) such that
(x - a)^2 + (y - b)^2 = r^2
Here's a javascript implementation that also takes an optional center point.
function circlePoints (radius, numPoints, centerX, centerY) {
centerX = centerX || 0;
centerY = centerY || 0;
var
step = (Math.PI * 2) / numPoints,
current = 0,
i = 0,
results = [],
x, y;
for (; i < numPoints; i += 1) {
x = centerX + Math.sin(current) * radius;
y = centerY + Math.cos(current) * radius;
results.push([x,y]);
console.log('point %d # x:%d, y:%d', i, x, y);
current += step;
}
return results;
}