Minimum positive float64 value - go

Just like This question, I need to a positive number that is as close to zero as possible, without it being zero, but in Go.

The math package has a constant for this and similar values, just use that: math.SmallestNonzeroFloat64:
const (
MaxFloat32 = 3.40282346638528859811704183484516925440e+38 // 2**127 * (2**24 - 1) / 2**23
SmallestNonzeroFloat32 = 1.401298464324817070923729583289916131280e-45 // 1 / 2**(127 - 1 + 23)
MaxFloat64 = 1.797693134862315708145274237317043567981e+308 // 2**1023 * (2**53 - 1) / 2**52
SmallestNonzeroFloat64 = 4.940656458412465441765687928682213723651e-324 // 1 / 2**(1023 - 1 + 52)
)
Printing its value:
fmt.Println(math.SmallestNonzeroFloat64)
Outputs (try it on the Go Playground):
5e-324
(Note: it's greater than the constant due to rounding in the fmt package.)

Related

How to constrain a value within a range?

Currently struggling to figure out how to constrain a value within a range. Meaning, given the random number 219, how can I make sure it is modified to stay within the range of (2, 5).
Here is my current implementation
int min = 2;
int max = 5;
int constrainedValue = (randomValue % max) + min
The above example does not work because (219 % 5) + 2 = (4) + 2 = 6 and obviously 6 is not within my required range.
The purpose of this is to convert a random number into a value that fits within my range. Therefore, I cannot simply mod by just the max or min, the value must be "random" in a sense.
There are two common ways to constrain a value:
Clamping: here we set the value to the upper bound of the range if it exceeds it, or to the lower bound of the range if it is under it. This can be easily written thus:
upper_bound = 5;
lower_bound = 2;
value = max(lower_bound, min(upper_bound, value))
Wrapping: here we wrap the value back to the lower bound if it exceeds the upper bound. This is the one you were trying to accomplish with the modulo operation. The range of the modulo is upper_bound - lower_bound + 1:
value = mod(value, upper_bound - lower_bound + 1) + lower_bound
or
value = mod(value - lower_bound, upper_bound - lower_bound) + lower_bound
Here you can see the behaviour of the two methods (1 = blue, 2 = red):
If the randomValue is an integer that the range is between -32,768 and 32,767.
Then the following will do the job,
int constrainedValue = (randomValue - -32,767) * (max - min) / (32,767 - -32,767) + min;
or equivalently,
int constrainedValue = (randomValue + 32,767) * (max - min) / (65,535) + min;
If the randomValue is an unsigned integer then change -32,767 with 0 and 32,767 with 65,535.

slow int.big calculation and only on one thread

I use the following code in my test:
package main
import "fmt"
import "math/big"
func main() {
input := "3333333333333333333.......tested with 100'000x3 , tested with 1'000'0000x3, tested with 10'000'000x3"
bi := big.NewInt(0)
if _, ok := bi.SetString(input, 10); ok {
fmt.Printf("number = %v\n", bi)
testval := new(big.Int)
testval.SetString("3", 10)
resultat, isGanzzahl := myDiv(bi, testval)
fmt.Printf("isGanzzahl = %v, resultat = %v\n", isGanzzahl, resultat)
} else {
fmt.Printf("error parsing line %#v\n", input)
}
}
func myDiv(minuend *big.Int, subtrahend *big.Int) (*big.Int, bool) {
zerotest := big.NewInt(0)
modulus := new(big.Int)
modulus = modulus.Mod(minuend, subtrahend)
if zerotest.Cmp(modulus) == 0 {
res := big.NewInt(0)
res.Quo(minuend, subtrahend)
return res, true
} else {
return big.NewInt(0), false
}
}
100'000 x 3 / 3 == not even a quater second
1'000'000 x 3 / 3 == 9.45 seconds
10'000'000 x 3 / 3 == 16.1 minute
Im looking for a way to make this happens much much faster. If i would like to do this multithreaded in go how do i do this with go-routines? Is there a faster way to do a division with larger numbers?
As this is just for testing i planned to use Numbers in the range of 100'000'000 - 1'000'000'000 digits (which would then be 1GB of ram usage). But 1 billion digits would not work because it would take years to complete.
What would then happen if it is N / M ? Where N=1billion digit, M=10million digit. Is this even possible on a powerful home computer?
How would it look / or what do i have to change to being able to distribute this work to multiple small computer (for example AWS)?
If your number is more than 100000 digits long, you need to use Fast Fourier Transform for multiplication and division: https://en.wikipedia.org/wiki/Multiplication_algorithm#Fourier_transform_methods . The basic idea is to treat numbers as polynomials with x being power of 10 (or power of 2 if you want binary system). Multiply polynomials using Fast Fourier Transform and then propagate carry to get a number from a polynomial. I.e. if we need to multiply 19 by 19 and we use x = 101, we will have (1 * x + 9) * (1 * x + 9) = x2 + 18 * x + 81. Now we propagate carry to convert polynomial back to number: x2 + 18 * x + 81 = x2 + (18 + 8) * x + 1 = x2 + 26 * x + 1 = (1 + 2) * x2 + 6 * x + 1 = 3 * x2 + 6 * x + 1 = 361. The trick is that polynomials can be multiplied efficiently (O(N*log(N) time) using Fast Fourier Transform. The coefficients of the product polynomial are larger than digits, so you need to choose x carefully in order to avoid integer overflow or precision problems.
There unlikely to be a golang library for that so you will need to write it yourself. Here are a few short FFT implementations you can use as a starting point:
http://codeforces.com/contest/632/submission/16449753 http://codeforces.com/contest/632/submission/16445979 http://codeforces.com/contest/632/submission/16449040
http://codeforces.com/contest/632/submission/16448169
If you decide to use FFT modulo prime, see this post for a good choice of the modulo: http://petr-mitrichev.blogspot.com/2015/04/this-week-in-competitive-programming.html

golang - ceil function like php?

I want to return the least integer value greater than or equal to integer division. So I used math.ceil, but can not get the value I want.
package main
import (
"fmt"
"math"
)
func main() {
var pagesize int = 10
var length int = 43
d := float64(length / pagesize)
page := int(math.Ceil(d))
fmt.Println(page)
// output 4 not 5
}
http://golang.org/pkg/math/#Ceil
http://play.golang.org/p/asHta1HkO_
What is wrong?
Thanks.
The line
d := float64(length / pagesize)
transforms to float the result of the division. Since the division itself is integer division, it results in 4, so d = 4.0 and math.Ceil(d) is 4.
Replace the line with
d := float64(length) / float64(pagesize)
and you'll have d=4.3 and int(math.Ceil(d))=5.
Avoiding floating point operations (for performance and clarity):
x, y := length, pagesize
q := (x + y - 1) / y;
for x >= 0 and y > 0.
Or to avoid overflow of x+y:
q := 1 + (x - 1) / y
It's the same as the C++ version: Fast ceiling of an integer division in C / C++
Convert length and pagesize to floats before the division:
d := float64(length) / float64(pagesize)
http://play.golang.org/p/FKWeIj7of5
You can check the remainder to see if it should be raised to the next integer.
page := length / pagesize
if length % pagesize > 0 {
page++
}

What does the quo method do?

Consider the following methods, found in the byar gem:
##
# Calculate lower boundary for observed cases
def self.lower_bound(obs, z_value = Z_VALUE)
return 0 if obs == 0
obs * (1 - 1.quo(9 * obs) - z_value.quo(3 * Math.sqrt(obs))) ** 3
end
##
# Calculate upper boundary for observed cases
def self.upper_bound(obs, z_value = Z_VALUE)
obs = obs + 1
obs * (1 - 1.quo(9 * obs) + z_value.quo(3 * Math.sqrt(obs))) ** 3
end
I would like to port these methods to Javascript, but I am unsure what quo does.
quo is a method defined on the Numeric class (and redefined in the Float class), which calculates the quotient of the receiver with the given argument. In other words, x.quo(y) is roughly equivalent to x / y, but more precise.
The difference here comes in when x and y are Fixnums (ie. an integer value):
> (1 / 2)
=> 0
> (1 / 2).class
=> Fixnum
> 1.quo(2)
=> (1/2)
> 1.quo(2).class
=> Rational
> 1.quo(2.5)
=> 0.4
> 1.quo(2.5).class
=> Float
Basically, quo ensures that the result of the division is expressed accurately by returing a Rational or Float, depending on the receiver and argument.
In Javascript, there isn't a distinction between different types of numbers, and division returns a floating point number already if necessary, so the first method can be expressed as:
obs * Math.pow(1 - 1 / (9 * obs) - z_value / (3 * Math.sqrt(obs)), 3)

Tickmark algorithm for a graph axis

I'm looking for an algorithm that places tick marks on an axis, given a range to display, a width to display it in, and a function to measure a string width for a tick mark.
For example, given that I need to display between 1e-6 and 5e-6 and a width to display in pixels, the algorithm would determine that I should put tickmarks (for example) at 1e-6, 2e-6, 3e-6, 4e-6, and 5e-6. Given a smaller width, it might decide that the optimal placement is only at the even positions, i.e. 2e-6 and 4e-6 (since putting more tickmarks would cause them to overlap).
A smart algorithm would give preference to tickmarks at multiples of 10, 5, and 2. Also, a smart algorithm would be symmetric around zero.
As I didn't like any of the solutions I've found so far, I implemented my own. It's in C# but it can be easily translated into any other language.
It basically chooses from a list of possible steps the smallest one that displays all values, without leaving any value exactly in the edge, lets you easily select which possible steps you want to use (without having to edit ugly if-else if blocks), and supports any range of values. I used a C# Tuple to return three values just for a quick and simple demonstration.
private static Tuple<decimal, decimal, decimal> GetScaleDetails(decimal min, decimal max)
{
// Minimal increment to avoid round extreme values to be on the edge of the chart
decimal epsilon = (max - min) / 1e6m;
max += epsilon;
min -= epsilon;
decimal range = max - min;
// Target number of values to be displayed on the Y axis (it may be less)
int stepCount = 20;
// First approximation
decimal roughStep = range / (stepCount - 1);
// Set best step for the range
decimal[] goodNormalizedSteps = { 1, 1.5m, 2, 2.5m, 5, 7.5m, 10 }; // keep the 10 at the end
// Or use these if you prefer: { 1, 2, 5, 10 };
// Normalize rough step to find the normalized one that fits best
decimal stepPower = (decimal)Math.Pow(10, -Math.Floor(Math.Log10((double)Math.Abs(roughStep))));
var normalizedStep = roughStep * stepPower;
var goodNormalizedStep = goodNormalizedSteps.First(n => n >= normalizedStep);
decimal step = goodNormalizedStep / stepPower;
// Determine the scale limits based on the chosen step.
decimal scaleMax = Math.Ceiling(max / step) * step;
decimal scaleMin = Math.Floor(min / step) * step;
return new Tuple<decimal, decimal, decimal>(scaleMin, scaleMax, step);
}
static void Main()
{
// Dummy code to show a usage example.
var minimumValue = data.Min();
var maximumValue = data.Max();
var results = GetScaleDetails(minimumValue, maximumValue);
chart.YAxis.MinValue = results.Item1;
chart.YAxis.MaxValue = results.Item2;
chart.YAxis.Step = results.Item3;
}
Take the longest of the segments about zero (or the whole graph, if zero is not in the range) - for example, if you have something on the range [-5, 1], take [-5,0].
Figure out approximately how long this segment will be, in ticks. This is just dividing the length by the width of a tick. So suppose the method says that we can put 11 ticks in from -5 to 0. This is our upper bound. For the shorter side, we'll just mirror the result on the longer side.
Now try to put in as many (up to 11) ticks in, such that the marker for each tick in the form i*10*10^n, i*5*10^n, i*2*10^n, where n is an integer, and i is the index of the tick. Now it's an optimization problem - we want to maximize the number of ticks we can put in, while at the same time minimizing the distance between the last tick and the end of the result. So assign a score for getting as many ticks as we can, less than our upper bound, and assign a score to getting the last tick close to n - you'll have to experiment here.
In the above example, try n = 1. We get 1 tick (at i=0). n = 2 gives us 1 tick, and we're further from the lower bound, so we know that we have to go the other way. n = 0 gives us 6 ticks, at each integer point point. n = -1 gives us 12 ticks (0, -0.5, ..., -5.0). n = -2 gives us 24 ticks, and so on. The scoring algorithm will give them each a score - higher means a better method.
Do this again for the i * 5 * 10^n, and i*2*10^n, and take the one with the best score.
(as an example scoring algorithm, say that the score is the distance to the last tick times the maximum number of ticks minus the number needed. This will likely be bad, but it'll serve as a decent starting point).
Funnily enough, just over a week ago I came here looking for an answer to the same question, but went away again and decided to come up with my own algorithm. I am here to share, in case it is of any use.
I wrote the code in Python to try and bust out a solution as quickly as possible, but it can easily be ported to any other language.
The function below calculates the appropriate interval (which I have allowed to be either 10**n, 2*10**n, 4*10**n or 5*10**n) for a given range of data, and then calculates the locations at which to place the ticks (based on which numbers within the range are divisble by the interval). I have not used the modulo % operator, since it does not work properly with floating-point numbers due to floating-point arithmetic rounding errors.
Code:
import math
def get_tick_positions(data: list):
if len(data) == 0:
return []
retpoints = []
data_range = max(data) - min(data)
lower_bound = min(data) - data_range/10
upper_bound = max(data) + data_range/10
view_range = upper_bound - lower_bound
num = lower_bound
n = math.floor(math.log10(view_range) - 1)
interval = 10**n
num_ticks = 1
while num <= upper_bound:
num += interval
num_ticks += 1
if num_ticks > 10:
if interval == 10 ** n:
interval = 2 * 10 ** n
elif interval == 2 * 10 ** n:
interval = 4 * 10 ** n
elif interval == 4 * 10 ** n:
interval = 5 * 10 ** n
else:
n += 1
interval = 10 ** n
num = lower_bound
num_ticks = 1
if view_range >= 10:
copy_interval = interval
else:
if interval == 10 ** n:
copy_interval = 1
elif interval == 2 * 10 ** n:
copy_interval = 2
elif interval == 4 * 10 ** n:
copy_interval = 4
else:
copy_interval = 5
first_val = 0
prev_val = 0
times = 0
temp_log = math.log10(interval)
if math.isclose(lower_bound, 0):
first_val = 0
elif lower_bound < 0:
if upper_bound < -2*interval:
if n < 0:
copy_ub = round(upper_bound*10**(abs(temp_log) + 1))
times = copy_ub // round(interval*10**(abs(temp_log) + 1)) + 2
else:
times = upper_bound // round(interval) + 2
while first_val >= lower_bound:
prev_val = first_val
first_val = times * copy_interval
if n < 0:
first_val *= (10**n)
times -= 1
first_val = prev_val
times += 3
else:
if lower_bound > 2*interval:
if n < 0:
copy_ub = round(lower_bound*10**(abs(temp_log) + 1))
times = copy_ub // round(interval*10**(abs(temp_log) + 1)) - 2
else:
times = lower_bound // round(interval) - 2
while first_val < lower_bound:
first_val = times*copy_interval
if n < 0:
first_val *= (10**n)
times += 1
if n < 0:
retpoints.append(first_val)
else:
retpoints.append(round(first_val))
val = first_val
times = 1
while val <= upper_bound:
val = first_val + times * interval
if n < 0:
retpoints.append(val)
else:
retpoints.append(round(val))
times += 1
retpoints.pop()
return retpoints
When passing in the following three data-points to the function
points = [-0.00493, -0.0003892, -0.00003292]
... the output I get (as a list) is as follows:
[-0.005, -0.004, -0.003, -0.002, -0.001, 0.0]
When passing this:
points = [1.399, 38.23823, 8309.33, 112990.12]
... I get:
[0, 20000, 40000, 60000, 80000, 100000, 120000]
When passing this:
points = [-54, -32, -19, -17, -13, -11, -8, -4, 12, 15, 68]
... I get:
[-60, -40, -20, 0, 20, 40, 60, 80]
... which all seem to be a decent choice of positions for placing ticks.
The function is written to allow 5-10 ticks, but that could easily be changed if you so please.
Whether the list of data supplied contains ordered or unordered data it does not matter, since it is only the minimum and maximum data points within the list that matter.
This simple algorithm yields an interval that is multiple of 1, 2, or 5 times a power of 10. And the axis range gets divided in at least 5 intervals. The code sample is in java language:
protected double calculateInterval(double range) {
double x = Math.pow(10.0, Math.floor(Math.log10(range)));
if (range / x >= 5)
return x;
else if (range / (x / 2.0) >= 5)
return x / 2.0;
else
return x / 5.0;
}
This is an alternative, for minimum 10 intervals:
protected double calculateInterval(double range) {
double x = Math.pow(10.0, Math.floor(Math.log10(range)));
if (range / (x / 2.0) >= 10)
return x / 2.0;
else if (range / (x / 5.0) >= 10)
return x / 5.0;
else
return x / 10.0;
}
I've been using the jQuery flot graph library. It's open source and does axis/tick generation quite well. I'd suggest looking at it's code and pinching some ideas from there.

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