Vector.sortOn()

Actionscript:
  1. var a:Vector.<Sprite> = new Vector.<Sprite>();
  2.  
  3. trace("unsorted");
  4. for (var i:int = 0; i<10; i++){
  5.     var s:Sprite = new Sprite();
  6.     s.x = int(Math.random()*100);
  7.     a.push(s);
  8.     trace(s.x);
  9. }
  10.  
  11. quickSortOn(a, "x", 0, a.length-1);
  12.  
  13. trace("sorted");
  14. for (i= 0; i<10; i++){
  15.     trace(a[i].x);
  16. }
  17.  
  18. // modified code from kirupa.com
  19. // http://www.kirupa.com/developer/actionscript/quickSort.htm
  20. function quickSortOn(a:Vector.<Sprite>, prop:String, left:int, right:int):void {
  21.     var i:int = 0, j:int = 0, pivot:Sprite, tmp:Sprite;
  22.     i=left;
  23.     j=right;
  24.     pivot = a[Math.round((left+right)*.5)];
  25.     while (i<=j) {
  26.         while (a[i][prop]<pivot[prop]) i++;
  27.         while (a[j][prop]>pivot[prop]) j--;
  28.         if (i<=j) {
  29.             tmp=a[i];
  30.             a[i]=a[j];
  31.             i++;
  32.             a[j]=tmp;
  33.             j--;
  34.         }
  35.     }
  36.     if (left<j)  quickSortOn(a, prop, left, j);
  37.     if (i<right) quickSortOn(a, prop, i, right);
  38. }
  39. /* outputs something like:
  40. unsorted
  41. 26
  42. 33
  43. 20
  44. 63
  45. 7
  46. 68
  47. 75
  48. 39
  49. 67
  50. 53
  51. sorted
  52. 7
  53. 20
  54. 26
  55. 33
  56. 39
  57. 53
  58. 63
  59. 67
  60. 68
  61. 75
  62. */

This demo is my first quick stab at using at a sortOn() function for the Vector class. It sorts a Vector of Sprites by their x property.

Recently there were a few times when I was prototyping ideas and suddenly realized that I needed to change my Vector to an Array because I needed to use sortOn().(If you don't already know, there is no built in sortOn() method for the Vector class). In the past I spent some time with sorting algorithms, bubble, insertion etc... so I knew I could pretty easily write my own sortOn(), but I also realized that a generic implementation wouldn't be easy/possible without loosing the type of the Vector. What I mean is, if you have a Vector of Sprites, you need a sorting method that takes a Vector.< Sprite > type as an argument (as seen above), if you have a Vector of TextFields you need a Vector.< TextField > type as an argument. You could of course use a generic type, but this kind of defeats the purpose of using a vector in the first place...

I will likely post a revised version of this in the near future with a slightly improved implementation of QuickSort. I haven't spent that much time with this, but If I recall correctly this is not the ideal implementation. I ported this code from a nice Kirupa tutorial and modified it to sort based on a property...

Posted in Object, Vector, arrays, associative arrays, sortOn | Tagged , | 3 Comments

Babylonian Method for Square Root

Actionscript:
  1. var xn:Number = 1;
  2. var xn1:Number = 0
  3. var square:Number =39;
  4.  
  5. trace("find the sqrt of ", square);
  6. trace("Math.sqrt: ", Math.sqrt(square))
  7.  
  8. // no starting approximation, just try up to 35 iterations
  9. for(var i:int = 0; i<35; i++){
  10.     xn1 = .5 * (xn  + square / xn);
  11.     if (xn1== xn){
  12.         trace("other sqrt: ", xn1);
  13.         break;
  14.     }
  15.     xn = xn1;
  16. }
  17. /*outputs
  18. find the sqrt of  39
  19. Math.sqrt:  6.244997998398398
  20. other sqrt:  6.244997998398398
  21. */

I was reading about calculating square roots - not for speed optimization purposes, just to see some of the different ways to go about it. The above snippet uses the Babylonian method to find the square root of a number. I left out the first step of guessing at the square root... so this snippet is by no means efficient...

Posted in Math | Tagged , | 2 Comments

Supershapes / Superformula

Actionscript:
  1. // Superformula (equations from):
  2. // http://www.geniaal.be/downloads/AMJBOT.pdf
  3. // http://en.wikipedia.org/wiki/Superformula
  4. const TWO_PI:Number = Math.PI * 2;
  5. function superShape(a:Number, b:Number, m:Number, n1:Number, n2:Number, n3:Number, pnt:Point, scale:Number):void{
  6.     var r:Number = 0
  7.     var p:Number = 0;
  8.     var xp:Number = 0, yp:Number = 0;
  9.     while(p <= TWO_PI){
  10.         var ang:Number = m * p / 4;
  11.         with(Math){
  12.             r = pow(pow(abs(cos(ang) / a), n2) + pow(abs(sin(ang) / b), n3),-1/n1);
  13.             xp = r * cos(p);
  14.             yp = r * sin(p);
  15.         }
  16.         p += .01;
  17.         canvas.setPixel(pnt.x + xp *scale, pnt.y + yp * scale,  0xFFFFFF);
  18.      }
  19. }
  20. // test it out:
  21. var canvas:BitmapData = new BitmapData(700,600,false, 0x000000);
  22. addChild(new Bitmap(canvas, "auto", true));
  23.  
  24. superShape(1, 1, 5, 23, 23, 23, new Point(100,80), 30);
  25. superShape(1, 1, 5, 13, 13, 3, new Point(200,80), 30);
  26. superShape(1, 1, 8, 3, 13, 3, new Point(300,80), 30);
  27. superShape(10,8, 16, 30, 13, 3, new Point(450,80), 30);
  28. superShape(1,1, 1, .5, .5, .5, new Point(100,190), 100);
  29.  
  30. for (var i:int = 0; i <150; i++){
  31.   superShape(1,1, 2, 1+i/800, 4, 8-i * .1, new Point(550,350), 50);
  32. }
  33. for (i = 0; i <20; i++){
  34.   superShape(1.1,1.2, 6, 2 + i , 4, 9 - i, new Point(200,350), 50);
  35. }

The above snippet demos a function that will draw Supershapes using the Superformula...

From wikipedia:
The Superformula appeared in a work by Johan Gielis. It was obtained by generalizing the superellipse, named and popularized by Piet Hein...

Here is the result of the above code:


You can read more about the Superformula here in the original paper by Gielis.

wikipedia entry...

3d Supershapes by Paul Bourke

Posted in Math, graphics algorithms, misc, setPixel | Tagged , | Leave a comment

Fracture a Number

Actionscript:
  1. var target:Number = 1024;
  2. var slices:Array = [target];
  3. var leng:int = 11;
  4.  
  5. for (var i:int = 0; i<leng-1; i++){
  6.      var index:int = int(Math.random()*slices.length);
  7.      var val:Number = slices[index];
  8.      var rand:Number = Math.random() * val/2;
  9.      slices[index] = val - rand;
  10.      slices.push(rand);
  11. }
  12.  
  13. trace(slices);
  14.  
  15. // test that they all add up
  16. var sum:Number = 0;
  17. for (i = 0; i<slices.length; i++){
  18.     sum += slices[i];
  19. }
  20. trace("test that they all add up: ", sum);

The above snippet creates an array of a specified length whose elements all add up to the variable target. Here is some example output:


165.31133050055192,322.23456030456015,
257.47582363389245,26.9984893942173,1.96283924962002,
5.466277873168191,21.362282634705164,62.68168197512457,
76.63028224500404,36.27274381401516,12.558309228795265,35.04537914634583
test that they all add up: 1024

Posted in arrays, misc | Tagged , | Leave a comment