How "WPM" calculate in typing speed apps? - typing

I'm working on typing speed app and I need to know what's the Formula of calculating WPM (Words Per Minute)
Edit:
indeed i know:
wpm = correct_characters_in_60_seconds / 5
but i have no idea what should i do with decimal numbers like 22.6 or 19.7 and...
for example if user typed 158 keystrokes in 60 seconds so, 158/5 = 31.6
so do the result should be 32 WPM or 31 WPM? How?
thanks.

WPM (Word per minute)
For the purpose of typing measurement, each word is standardized to be five characters or keystrokes long, including spaces and punctuation. For example, the phrase "I run" counts as one word, but "rhinoceros" and "let's talk" both count as two.
So the formula is:
Number_of_keystroke / time_in_minute * percentages_of_accurate_word
or
Number_of_keystroke / time_in_second * 60 * percentages_of_accurate_word
When dealing with decimals you should round down when the decimal is >.5 , else round down
Example:
5.5 -> 6
7.3 -> 7
3.49 -> 3
4.51 -> 5

Words per minute(WPM) should be rounded off to the closest decimal value.
In your case 158/5 = 31.6 should be reported as 32 and not 31.
However if the the value was 156/5 = 31.2 then it should be rounded off to 31 to approximate the closest decimal value and hence averaging the overall error.
if WPM<=x.5 then WPM = x else WPM = x+1

Related

How I can separate integer number in 3 "houses"? Hundred, Ten and Unity

I have, for example, a variable
int number = 300;
And I need modify "number" by "number", I wonder if I need separate in 3 variables for hundred, ten, unity or if there a method for divide that enable to me change a unique variable "number' by "number", "house" by "house", a hundred, a ten and unity (3 - 2 - 1).
Example: The user need only change number "2" of 3'2'1, and he want that "2" to being "5", as "321" must become to "351". In other words, the number 3 and 0 not will modified, only number 2 from 321, turning 3-5-1.
This has nothing to do with Arduino, it is C.
You can for example convert this to an array with itoa() (see https://playground.arduino.cc/Code/PrintingNumbers/)
And then convert it back to int with atoi() (see http://www.cplusplus.com/reference/cstdlib/atoi/)
Yes, you can do that, e.g. by using a function to change the digit.
Use the following steps:
What you do, is first shifting the digit right until it is the most right digit and remember the part removed
Clear the last digit.
Add the new digit
Shift left
Add the remembered part
Example (same steps as above) to change 321 to 351:
Shift right gives 32. Remember 1
Use the modulo operator and remove it: 32 - (32 % 10) = 32 - 2 = 30
30 + 5 = 35
35 -> after shift gives 350
350 + 1 = 351
I will leave the implementation up to you.

How can we convert a Signal-to-noise in decible?

suppose ,
we get a value of Signal-to-noise(SNR) is 255.
what is value of SNR in dB ?
Note:
we know,
if a value is given 30 dB.
the SNR value will be = 10^3 = 1000
SNR Calculation – Simple
If your signal and noise measurements are already in dB form, simply subtract the noise figure from the main signal: S - N. Because when you subtract logarithms, it is the same as dividing normal numbers. The difference of the numbers is the SNR. For example: you measure a radio signal with a strength of -5 dB and a noise signal of -40 dB. -5 - (-40) = 35 dB.
SNR Calculation – Complicated
To calculate SNR, divide the value of the main signal by the value of the noise, and then take the common logarithm of the result: log(S ÷ N). There’s one more step: If your signal strength figures are units of power (watts), multiply by 20; if they are units of voltage, multiply by 10. For power, SNR = 20 log(S ÷ N); for voltage, SNR = 10 log(S ÷ N). The result of this calculation is the SNR in decibels. For example, your measured noise value (N) is 1 microvolt, and your signal (S) is 200 millivolts. The SNR is 10 log(.2 ÷ .000001) or 53 dB.
info from https://sciencing.com/how-to-calculate-signal-to-noise-ratio-13710251.html
This question might be best on https://physics.stackexchange.com/ though

Why floating-points number's significant numbers is 7 or 6

I see this in Wikipedia log 224 = 7.22.
I have no idea why we should calculate 2^24 and why we should take log10......I really really need your help.
why floating-points number's significant numbers is 7 or 6 (?)
Consider some thoughts employing the Pigeonhole principle:
binary32 float can encode about 232 different numbers exactly. The numbers one can write in text like 42.0, 1.0, 3.1415623... are infinite, even if we restrict ourselves to a range like -1038 ... +1038. Any time code has a textual value like 0.1f, it is encoded to a nearby float, which may not be the exact same text value. The question is: how many digits can we code and still maintain distinctive float?
For the various powers-of-2 range, 223 (8,388,608) values are normally linearly encoded.
Example: In the range [1.0 ... 2.0), 223 (8,388,608) values are linearly encoded.
In the range [233 or 8,589,934,592 ... 234 or 17,179,869,184), again, 223 (8,388,608) values are linearly encoded: 1024.0 apart from each other. In the sub range [9,000,000,000 and 10,000,000,000), there are about 976,562 different values.
Put this together ...
As text, the range [1.000_000 ... 2.000_000), using 1 lead digit and 6 trailing ones, there are 1,000,000 different values. Per #3, In the same range, with 8,388,608 different float exist, allowing each textual value to map to a different float. In this range we can use 7 digits.
As text, the range [9,000,000 × 103 and 10,000,000 × 103), using 1 lead digit and 6 trailing ones, there are 1,000,000 different values. Per #4, In the same range, there are less than 1,000,000 different float values. Thus some decimal textual values will convert to the same float. In this range we can use 6, not 7, digits for distinctive conversions.
The worse case for typical float is 6 significant digits. To find the limit for your float:
#include <float.h>
printf("FLT_DIG = %d\n", FLT_DIG); // this commonly prints 6
... no idea why we should calculate 2^24 and why we should take log10
224 is a generalization as with common float and its 24 bits of binary precision, that corresponds to fanciful decimal system with 7.22... digits. We take log10 to compare the binary float to decimal text.
224 == 107.22...
Yet we should not take 224. Let us look into how FLT_DIG is defined from C11dr §5.2.4.2.2 11:
number of decimal digits, q, such that any floating-point number with q decimal digits can be rounded into a floating-point number with p radix b digits and back again without change to the q decimal digits,
p log10 b ............. if b is a power of 10
⎣(p − 1) log10 _b_⎦.. otherwise
Notice "log10 224" is same as "24 log10 2".
As a float, the values are distributed linearly between powers of 2 as shown in #2,3,4.
As text, values are distributed linearly between powers of 10 like a 7 significant digit values of [1.000000 ... 9.999999]*10some_exponent.
The transition of these 2 groups happen at different values. 1,2,4,8,16,32... versus 1,10,100, ... In determining the worst case, we subtract 1 from the 24 bits to account for the mis-alignment.
⎣(p − 1) log10 _b_⎦ --> floor((24 − 1) log10(2)) --> floor(6.923...) --> 6.
Had our float used base 10, 100, or 1000, rather than very common 2, the transition of these 2 groups happen at same values and we would not subtract one.
An IEEE 754 single-precision float has a 24-bit mantissa. This means it has 24 binary bits' worth of precision.
But we might be interested in knowing how many decimal digits worth of precision it has.
One way of computing this is to consider how many 24-bit binary numbers there are. The answer, of course, is 224. So these binary numbers go from 0 to 16777215.
How many decimal digits is that? Well, log10 gives you the number of decimal digits. log10(224) is 7.2, or a little more than 7 decimal digits.
And look at that: 16777215 has 8 digits, but the leading digit is just 1, so in fact it's only a little more than 7 digits.
(Of course this doesn't mean we can represent only numbers from 0 to 16777215! It means we can represent numbers from 0 to 16777215 exactly. But we've also got the exponent to play with. We can represent numbers from 0 to 1677721.5 more or less exactly to one place past the decimal, numbers from 0 to 167772.15 more or less exactly to two decimal points, etc. And we can represent numbers from 0 to 167772150, or 0 to 1677721500, but progressively less exactly -- always with ~7 digits' worth of precision, meaning that we start losing precision in the low-order digits to the left of the decimal point.)
The other way of doing this is to note that log10(2) is about 0.3. This means that 1 bit corresponds to about 0.3 decimal digits. So 24 bits corresponds to 24 × 0.3 = 7.2.
(Actually, IEEE 754 single-precision floating point explicitly stores only 23 bits, not 24. But there's an implicit leading 1 bit in there, so we do get the effect of 24 bits.)
Let's start a little smaller. With 10 bits (or 10 base-2 digits), you can represent the numbers 0 upto 1023. So you can represent up to 4 digits for some values, but 3 digits for most others (the ones below 1000).
To find out how many base-10 (decimal) digits can be represented by a bunch of base-2 digits (bits), you can use the log10() of the maximum representable value, i.e. log10(2^10) = log10(2) * 10 = 3.01....
The above means you can represent all 3 digit — or smaller — values and a few 4 digits ones. Well, that is easily verified: 0-999 have at most 3 digits, and 1000-1023 have 4.
Now take 24 bits. In 24 bits you can store log10(2^24) = 24 * log(2) base-10 digits. But because the top bit is always the same, you can in fact only store log10(2^23) = log10(8388608) = 6.92. This means you can represent most 7 digits numbers, but not all. Some of the numbers you can represent faithfully can only have 6 digits.
The truth is a bit more complicated though, because exponents play role too, and some of the many possible larger values can be represented too, so 6.92 may not be the exact value. But it gets close, and can nicely serve as a rule of thumb, and that is why they say that single precision can represent 6 to 7 digits.

Different bases for radix sort in C

I am having a difficult time understanding radix sort. I have no problems implementing code to work with bases of 2 or 10. However, I have an assignment that requires a command line argument to specify the radix. The radix can be anywhere from 2 - 100,000. I have spent around 10 hours trying to understand this problem. I am not asking for a direct answer, because this is homework. However, if anyone can shed some light on this, please do.
A few things I don't understand. What is the point of having base 100,000? How would that even work. I understand having a base for every letter of the alphabet, or every number 1-9. I just can't seem to wrap my head around this concept.
I'm sorry if I haven't been specific enough.
A number N in any base B is just a series of digits in the range [0, B-1]. Since we don't have enough symbols to represent all the digits in a "normal" human writing system, don't think about how it's written in characters. You'll just need to know that the digits are stored/written separately
For example 255 in base 177 is a 2-digit number in which the first digit has value 1 and the second digit has value 78 since 25510 = 1×1771 + 78×1770. If some culture uses this base they'll have 177 distinct symbols for the digits and they write it in only 2 digits. Since we only have 10 symbols we'll need to define some symbol to delimit the digits, which is often :. As you can see from Wolfram Alpha, 25510 = 1:78177
Note that not all people count in base 10. There exists cultures that count in base 4, 5, 6, 8, 12, 15, 16, 20, 24, 27, 32, 36, 60... so they'll have more or less symbols than most of us. However among the non-decimal bases, only base 20, 12 and 60 are most commonly used nowadays.
In base 100000 it's the same. 1234567890987654321 will be a 4-digit number written as symbols with value 1234, 56789, 9876, 54321 in order
I was about to explain it in a comment, but basically you're talking about what we sometimes call "modular arithmetic." Each digit is {0...n-1} and represents that times nk, where k is the position. 255 in decimal is 5×100 + 5×101 + 2×102.
So, your 255 base 177 is hard to represent, but there's a 1 in the 177s place (177×101) and 78 in the 1s (177×100) place.
As a general pseudocode algorithm, you want something like...
n = input value
digits = []
while n > 1
quotient = n / base (as an integer)
digits += quotient
remainder = n - quotient * base
n = remainder
And you might need to check the final remainder, in case something has gone wrong.
Of course, how you represent those digits is another story. MIME is contains semi-standard way for handling up through Base-64, for example.
If it was me, I'd just delimit the digits and make it clear that's the representation, but there's all of Unicode, if you want to mess around with hexadecimal-like extensions...

apending for loop/recursion / strange error

I have a matlab/octave for loop which gives me an inf error messages along with the incorrect data
I'm trying to get 240,120,60,30,15... every number is divided by two then that number is also divided by two
but the code below gives me the wrong value when the number hits 30 and 5 and a couple of others it doesn't divide by two.
ang=240;
for aa=2:2:10
ang=[ang;ang/aa];
end
240
120
60
30
40
20
10
5
30
15
7.5
3.75
5
2.5
1.25
0.625
24
12
6
3
4
2
1
0.5
3
1.5
0.75
0.375
0.5
0.25
0.125
0.0625
PS: I will be accessing these values from different arrays, that's why I used a for loop so I can access the values using their indexes
In addition to the divide-by-zero error you were starting with (fixed in the edit), the approach you're taking isn't actually doing what you think it is. if you print out each step, you'll see why.
Instead of that approach, I suggest taking more of a "matlab way": avoid the loop by making use of vectorized operations.
orig = 240;
divisor = 2.^(0:5); #% vector of 2 to the power of [0 1 2 3 4 5]
ans = orig./divisor;
output:
ans = [240 120 60 30 15 7.5]
Try the following:
ang=240;
for aa=1:5
% sz=size(ang,1);
% ang=[ang;ang(sz)/2];
ang=[ang;ang(end)/2];
end
You should be getting warning: division by zero if you're running it in Octave. That says pretty much everything.
When you divide by zero, you get Inf. Because of your recursion... you see the problem.
You can simultaneously generalise and vectorise by using logic:
ang=240; %Replace 240 with any positive integer you like
ang=ang*2.^-(0:log2(ang));
ang=ang(1:sum(ang==floor(ang)));
This will work for any positive integer (to make it work for negatives as well, replace log2(ang) with log2(abs(ang))), and will produce the vector down to the point at which it goes odd, at which point the vector ends. It's also faster than jitendra's solution:
octave:26> tic; for i=1:100000 ang=240; ang=ang*2.^-(0:log2(ang)); ang=ang(1:sum(ang==floor(ang))); end; toc;
Elapsed time is 3.308 seconds.
octave:27> tic; for i=1:100000 ang=240; for aa=1:5 ang=[ang;ang(end)/2]; end; end; toc;
Elapsed time is 5.818 seconds.

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