I have code for drawing Bezier curves. Is it posible to modify this code for drawing B-Spline curves?
Here is my code using DeCasteljau algorithm:
private Point getPoint(int r, int i, double t)
{
if (r == 0) return points[i];
Point p1 = getPoint(r - 1, i, t);
Point p2 = getPoint(r - 1, i + 1, t);
return new Point((int)((1 - t) * p1.X + t * p2.X), (int)((1 - t) * p1.Y + t * p2.Y));
}
I found this code for B-Spline curves. It looks similar to my code, but I have XY points and there are only numbers. I don't know how to modify my code. I tried something but it doesn't work.
private double BasisFunction(int k, int i, ParameterCollection u, double t){
if(k==0)
{
if((u[i]<=t) && (t<=u[i+1]))
return 1;
else
return 0;
}
else
{
double memb1, memb2;
if(u[i+k]==u[i])
memb1 = 0;
else
memb1 = ((t-u[i])/(u[i+k]-u[i]))*BasisFunction(k-1, i, u, t);
if(u[i+k+1]==u[i+1])
memb2 = 0;
else
memb2 = ((u[i+k+1]-t)/(u[i+k+1]-u[i+1]))*BasisFunction(k-1, i+1, u, t);
return memb1+memb2;
}
}
Please help.
The function BasisFunction() is for computing the value of B-spline basis function N(n,i)(t), where n is degree and i ranges from 0 to (m-1) with m is the number of control points. So, to use this function, you need to define the following for your B-spline:
degree.
m control points, denoting them as P[i][2] with i=0~(m-1)
knot sequence. This is the input "ParameterCollection" to the BasisFunction. You need to have (m+degree+1) knots in the knot sequence and the knot values need to be monotonically non-decreasing. An example of knot sequence for degree 3 B-spline with 5 control points is [0,0,0,0,u0,1,1,1,1], where u0 is any value between [0,1].
Then you can evaluate any point on the B-spline curve at parameter t by something like:
double point[2]={0.0}; // point on the B-spline curve
for (int ii=0; ii < m; ii++) // loop thru all control points
{
double basisVal = BasisFunction(degree, ii, knotSequence, t);
point[0] += P[ii][0]*basisVal;
point[1] += P[ii][1]*basisVal;
}
Related
I have 2 lists containing points (x,y and z) and would like to find the closest points.
I assume I need to do something like this:
for (int i = 0; i < myarray1.Count; i++)
{
for (int j = 0; j < myarray2.Count; j++)
{
// Calculate the quadratic distance between 2 points (point in index i and j)
// Then store the minimum distance I guess?
}
}
another option is to use Kd-tree
using the Nearest neighbour search will give you a O(log n) complexity to find the nearest point to a given set of points, and your code will have O( n log n), instead of O (n^2).
see here for implementation and example of how to use it.
double min_dist = DOUBLE_MAX;
for (i = 0; i < myarray1.Count; i++)
{
for (j = 0; j < myarray2.Count; j++)
{
curr_dist = dist(a[i],a[j]);
if( min_dist > curr_dist)
{
min_dist = curr_dist;
}
}
}
where
double dist(Point a, Point b) {
return sqrt(pow(a.x-b.x,2)+pow(a.y-b.y,2)+pow(a.z-b.z,2);
}
To compute the distance:
double sqr(double x) {return x*x;}
double distance(MyPoint a, MyPoint b) {
return sqrt(sqr(a.x-b.x)+sqr(a.y-b.y)+sqr(a.z-b.z);
}
Then in the second loop you store the minimum distance found so far:
double d = distance(myarray1[i],myarray2[j]);
if (d<min_d) min_d = d;
where min_d is defined at the beginning:
double min_d = Float.MAX_VALUE;
In C# I would do this using Linq.
First I would define the function that calculates the distance between two points as in Emanuelle Paolini's answer:
public double Distance(Point p1, Point p2)
{
return Math.Sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p1.y) * (p1.y - p1.y) + (p1.z - p1.z) * (p1.z - p1.z));
}
Then I would query the two lists as follows:
var distanceQuery = from p1 in myarray1
from p2 in myarray2
select Dist(p1, p2);
And finally I would retrieve the minimum distance:
var minimumDistance = distanceQuery.Min();
Formula is
Math.sqrt(Math.pow(Math.abs(x1-x2),2) + Math.pow(Math.abs(y1-y2),2)+ Math.pow(Math.abs(z1-z2),2))
I'm trying to write an implementation of the parking lot test for random number generators. Here are the sources that I'm getting my information about the test from: Intel math library documentation and Page 4 of this paper along with the phi function for probability density listed here.
I wrote an implementation of the test in C#. It uses a 100x100 grid whose values are initially set to null. I then use the random number generator to generate random integers for x and y. If that index of the grid and it's neighbors are empty, that index gets set to 1. Otherwise, nothing happens because there was a "crash".
I ran it using C# System.Random generator. I don't believe the results are correct because I always get very near 3079 points parked, which is about 500 short of the average I'm supposed to get. It's also yields a p-value of 2.21829146215425E-90.
My code is below. Does anyone have any experience with this or can anyone see something that I might be doing incorrectly in my implementation? Any help would be greatly appreciated.
private void RunParkingLotTest()
{
points = new int?[100,100];
int parked = 0;
for (int i = 0; i < 12000; i++)
{
int x = random.Next(100);
int y = random.Next(100);
if (IsSafeToPark(x, y))
{
points[x, y] = 1;
parked++;
}
}
Console.WriteLine("Parked: " + parked + "\nP value: " + PhiFunction((parked-3523)/21.9));
}
private bool IsSafeToPark(int x, int y)
{
return PointIsEmpty(x, y)
&& LeftOfPointIsEmpty(x, y)
&& RightOfPointIsEmpty(x, y)
&& BelowPointIsEmpty(x, y)
&& AbovePointIsEmpty(x, y);
}
private bool AbovePointIsEmpty(int x, int y)
{
if (y == 99)
{
return true;
}
else
return points[x, y + 1] == null;
}
private bool BelowPointIsEmpty(int x, int y)
{
if (y == 0)
{
return true;
}
else
return points[x, y - 1] == null;
}
private bool RightOfPointIsEmpty(int x, int y)
{
if (x == 99)
{
return true;
}
else
return points[x + 1, y] == null;
}
private bool LeftOfPointIsEmpty(int x, int y)
{
if (x == 0)
{
return true;
}
else
return points[x - 1, y] == null;
}
private bool PointIsEmpty(int x, int y)
{
return points[x, y] == null;
}
private double PhiFunction(double x)
{
//ϕ(x) = (2π)−½e−x2/2
return ((1 / Math.Sqrt(2 * Math.PI)) * Math.Exp(-(Math.Pow(x, 2)) / 2));
}
edit - The problems with my original implementation were
I was plotting squares instead of disks
I only plotted points at integer values. I should have used decimal values instead.
As a result of the above two, I needed to change my distance check
Thanks to Chris Sinclair and mine z for help in figuring this out. The final code is posted below.
I'm going to take a stab at this, and admittedly, I have not attempted any such test, so forgive me if I'm way off. In general though, the .NET Random implementation is pretty good and I've never had issues with it, so I wouldn't suspect that initially especially since you're properly reusing the same instance instead of creating new ones.
Reading from the parking.pdf, and from the Intel documentation, it seems that they're using discs, and compute the distance from their centre points. Your implementation is using squares (array of 1 distance between spots) and thus ignoring diagonals.
From the pdf:
If disks were being used, the distance between the particles r =
p(x(i) − z)2 + (y(i) − z)2 would need to be less than or equal to one.
Does it matter whether one uses disks or squares? An indication of the
importance of which geometric figure is parked can be obtained by
comparing the area occupied by a square of side 1.0 to the area of a
disk of diameter 1.0. The ratio of the areas, disk to square, is π/4.
Therefore, it would be anticipated that more disks could be placed in
a box than squares in the same number of tries.
And the Intel doc:
The test assumes a next random point (x, y) successfully ”parked”, if
it is far enough from every previous successfully ”parked” point. The
sufficient distance between the points (x1, y1) and (x2, y2) is
min(|x1 - x2|,|y1 - y2|) > 1.
I'm guessing that the π/4 disk to square ratio and the differences between how many discs can fit vs squares might be why you're seeing a different number. (although right now I fail to see a directly relationship between 3523 and 3070 and π/4. 3523 * π/4 = 2767, which is close, but I'm sure if there's a relationship it's slightly more complex than just simple multiplication.)
Not a great answer, but my best guess.
EDIT: Interestingly enough, I did a quick implementation using discs with 1 unit diameter and getting results around 4000 parked. So maybe there's a bit more to this than my untrained self can grasp (or maybe .NET's Random doesn't pass the test?) Anyway, here's my disc implementation:
List<Point> parkedCars = new List<Point>();
Random random = new Random();
void Main()
{
int parked = 0;
for (int i = 0; i < 12000; i++)
{
double x = random.NextDouble() * 100;
double y = random.NextDouble() * 100;
Point pointToPark = new Point(x, y);
if (IsSafeToPark(pointToPark))
{
parkedCars.Add(pointToPark);
parked++;
}
}
Console.WriteLine("Parked: " + parked);
}
private bool IsSafeToPark(Point pointToPark)
{
//make sure it's "inside" the box
if (pointToPark.X < 0.5 || pointToPark.X > 99.5
|| pointToPark.Y < 0.5 || pointToPark.Y > 99.5)
return false;
if (parkedCars.Any(p => Distance(pointToPark, p) <= 1))
return false;
return true;
}
private double Distance(Point p1, Point p2)
{
return Math.Sqrt((p1.X - p2.X) * (p1.X - p2.X) + (p1.Y - p2.Y) * (p1.Y - p2.Y));
}
Using my likely too simple application of the π/4 ratio yields about 3142. A bit closer, but it seems very incorrect.
EDIT: As #mike z pointed out, my test using directly distance is incorrect. According to the parameters of the test, which I forgot about, just checks that the X and Y distance are greater than 1. Changing my Distance check to:
Math.Max(Math.Abs(p1.X - p2.X), Math.Abs(p1.Y - p2.Y))
Yields a much closer result around 3450, which is pretty close. If I take out my "//make sure it's "inside" the box" check, averaged over 10 tries gets 3531!
So my final, "working" code is:
public struct Point
{
public double X,Y;
public Point(double x, double y)
{
this.X = x;
this.Y = y;
}
}
List<Point> parkedCars = new List<Point>();
Random random = new Random();
void Main()
{
int parked = 0;
for (int i = 0; i < 12000; i++)
{
double x = random.NextDouble() * 100;
double y = random.NextDouble() * 100;
Point pointToPark = new Point(x, y);
if (IsSafeToPark(pointToPark))
{
parkedCars.Add(pointToPark);
parked++;
}
}
Console.WriteLine("Parked: " + parked);
}
private bool IsSafeToPark(Point pointToPark)
{
if (parkedCars.Any(p => Distance(pointToPark, p) <= 1))
return false;
return true;
}
private double Distance(Point p1, Point p2)
{
return Math.Max(Math.Abs(p1.X - p2.X), Math.Abs(p1.Y - p2.Y));
}
EDIT: I ran the test 100 times twice, and averaged the results to 3521.29 and 3526.74 respectively. Not sure if this means there still something slightly more to this, but perhaps this is just indicative of rounding or floating point precision differences between .NET and Fortran.
I found this code on the website http://rosettacode.org/wiki/Closest-pair_problem and I adopted the C# version of the divide and conquer method of finding the closest pair of points but what I am trying to do is adapt it for use to only find the closest point to one specific point. I have googled quite a bit and searched this website to find examples but none quite like this. I am not entirely sure what to change so that it only checks the list against one point rather than checking the list to find the two closest. I'd like to make my program operate as fast as possible because it could be searching a list of several thousand Points to find the closest to my current coordinate Point.
public class Segment
{
public Segment(PointF p1, PointF p2)
{
P1 = p1;
P2 = p2;
}
public readonly PointF P1;
public readonly PointF P2;
public float Length()
{
return (float)Math.Sqrt(LengthSquared());
}
public float LengthSquared()
{
return (P1.X - P2.X) * (P1.X - P2.X)
+ (P1.Y - P2.Y) * (P1.Y - P2.Y);
}
}
public static Segment Closest_BruteForce(List<PointF> points)
{
int n = points.Count;
var result = Enumerable.Range(0, n - 1)
.SelectMany(i => Enumerable.Range(i + 1, n - (i + 1))
.Select(j => new Segment(points[i], points[j])))
.OrderBy(seg => seg.LengthSquared())
.First();
return result;
}
public static Segment MyClosestDivide(List<PointF> points)
{
return MyClosestRec(points.OrderBy(p => p.X).ToList());
}
private static Segment MyClosestRec(List<PointF> pointsByX)
{
int count = pointsByX.Count;
if (count <= 4)
return Closest_BruteForce(pointsByX);
// left and right lists sorted by X, as order retained from full list
var leftByX = pointsByX.Take(count / 2).ToList();
var leftResult = MyClosestRec(leftByX);
var rightByX = pointsByX.Skip(count / 2).ToList();
var rightResult = MyClosestRec(rightByX);
var result = rightResult.Length() < leftResult.Length() ? rightResult : leftResult;
// There may be a shorter distance that crosses the divider
// Thus, extract all the points within result.Length either side
var midX = leftByX.Last().X;
var bandWidth = result.Length();
var inBandByX = pointsByX.Where(p => Math.Abs(midX - p.X) <= bandWidth);
// Sort by Y, so we can efficiently check for closer pairs
var inBandByY = inBandByX.OrderBy(p => p.Y).ToArray();
int iLast = inBandByY.Length - 1;
for (int i = 0; i < iLast; i++)
{
var pLower = inBandByY[i];
for (int j = i + 1; j <= iLast; j++)
{
var pUpper = inBandByY[j];
// Comparing each point to successivly increasing Y values
// Thus, can terminate as soon as deltaY is greater than best result
if ((pUpper.Y - pLower.Y) >= result.Length())
break;
Segment segment = new Segment(pLower, pUpper);
if (segment.Length() < result.Length())
result = segment;// new Segment(pLower, pUpper);
}
}
return result;
}
I used this code in my program to see the actual difference in speed and divide and conquer easily wins.
var randomizer = new Random(10);
var points = Enumerable.Range(0, 10000).Select(i => new PointF((float)randomizer.NextDouble(), (float)randomizer.NextDouble())).ToList();
Stopwatch sw = Stopwatch.StartNew();
var r1 = Closest_BruteForce(points);
sw.Stop();
//Debugger.Log(1, "", string.Format("Time used (Brute force) (float): {0} ms", sw.Elapsed.TotalMilliseconds));
richTextBox.AppendText(string.Format("Time used (Brute force) (float): {0} ms", sw.Elapsed.TotalMilliseconds));
Stopwatch sw2 = Stopwatch.StartNew();
var result2 = MyClosestDivide(points);
sw2.Stop();
//Debugger.Log(1, "", string.Format("Time used (Divide & Conquer): {0} ms", sw2.Elapsed.TotalMilliseconds));
richTextBox.AppendText(string.Format("Time used (Divide & Conquer): {0} ms", sw2.Elapsed.TotalMilliseconds));
//Assert.Equal(r1.Length(), result2.Length());
You can store the points in a better data structure that takes advantage of their position. Something like a quadtree.
The divide and conquer algorithm that you are trying to use doesn't really apply to this problem.
Don't use this algorithm at all, just go through the list one at a time comparing the distance to your reference point and at the end return the point that was the closest. This will be O(n).
You can probably add some extra speed ups but this should be good enough.
I can write some example code if you want.
You're mixing up two different problems. The only reason divide and conquer for the closest pair problem is faster than brute force is that it avoids comparing every point to every other point, so that it gets O(n log n) instead of O(n * n). But finding the closest point to just one point is just O(n). How can you find the closest point in a list of n points, while examining less than n points? What you're trying to do doesn't even make sense.
I can't say why your divide and conquer runs in less time than your brute force; maybe the linq implementation runs slower. But I think you'll find two things: 1) Even if, in absolute terms, your implementation of divide and conquer for 1 point runs in less time than your implementation of brute force for 1 point, they still have the same O(n). 2) If you just try a simple foreach loop and record the lowest distance squared, you'll get even better absolute time than your divide and conquer - and, it will still be O(n).
public static float LengthSquared(PointF P1, PointF P2)
{
return (P1.X - P2.X) * (P1.X - P2.X)
+ (P1.Y - P2.Y) * (P1.Y - P2.Y);
}
If, as your question states, you want to compare 1 (known) point to a list of points to find the closest then use this code.
public static Segment Closest_BruteForce(PointF P1, List<PointF> points)
{
PointF closest = null;
float minDist = float.MaxValue;
foreach(PointF P2 in points)
{
if(P1 != P2)
{
float temp = LengthSquared(P1, P2);
if(temp < minDist)
{
minDist = temp;
closest = P2;
}
}
}
return new Segment(P1, closest);
}
However, if as your example shows, you want to find the closest 2 points from a list of points try the below.
public static Segment Closest_BruteForce(List<PointF> points)
{
PointF closest1;
PointF closest2;
float minDist = float.MaxValue;
for(int x=0; x<points.Count; x++)
{
PointF P1 = points[x];
for(int y = x + 1; y<points.Count; y++)
{
PointF P2 = points[y];
float temp = LengthSquared(P1, P2);
if(temp < minDist)
{
minDist = temp;
closest1 = P1;
closest2 = P2;
}
}
}
return new Segment(closest1, closest2);
}
note the code above was written in the browser and may have some syntax errors.
EDIT Odd... is this an acceptable answer or not? Down-votes without explanation, oh well.
Well this is not exactly a programming related question. But see if you people can help me on it.
I have to implement the graham scan algorithm for convex hull but the problem is I'm not able to find a pseudo code that gives all the info. I found some but they leave some points.
Thanks.
#include <iostream>
#include <stack>
#include <stdlib.h>
using namespace std;
struct Point
{
int x, y;
};
// A global point needed for sorting points with reference
// to the first point Used in compare function of qsort()
Point p0;
// A utility function to find next to top in a stack
Point nextToTop(stack<Point> &S)
{
Point p = S.top();
S.pop();
Point res = S.top();
S.push(p);
return res;
}
// A utility function to swap two points
int swap(Point &p1, Point &p2)
{
Point temp = p1;
p1 = p2;
p2 = temp;
}
// A utility function to return square of distance
// between p1 and p2
int distSq(Point p1, Point p2)
{
return (p1.x - p2.x)*(p1.x - p2.x) +
(p1.y - p2.y)*(p1.y - p2.y);
}
// To find orientation of ordered triplet (p, q, r).
// The function returns following values
// 0 --> p, q and r are colinear
// 1 --> Clockwise
// 2 --> Counterclockwise
int orientation(Point p, Point q, Point r)
{
int val = (q.y - p.y) * (r.x - q.x) -
(q.x - p.x) * (r.y - q.y);
if (val == 0) return 0; // colinear
return (val > 0)? 1: 2; // clock or counterclock wise
}
// A function used by library function qsort() to sort an array of
// points with respect to the first point
int compare(const void *vp1, const void *vp2)
{
Point *p1 = (Point *)vp1;
Point *p2 = (Point *)vp2;
// Find orientation
int o = orientation(p0, *p1, *p2);
if (o == 0)
return (distSq(p0, *p2) >= distSq(p0, *p1))? -1 : 1;
return (o == 2)? -1: 1;
}
// Prints convex hull of a set of n points.
void convexHull(Point points[], int n)
{
// Find the bottommost point
int ymin = points[0].y, min = 0;
for (int i = 1; i < n; i++)
{
int y = points[i].y;
// Pick the bottom-most or chose the left
// most point in case of tie
if ((y < ymin) || (ymin == y &&
points[i].x < points[min].x))
ymin = points[i].y, min = i;
}
// Place the bottom-most point at first position
swap(points[0], points[min]);
// Sort n-1 points with respect to the first point.
// A point p1 comes before p2 in sorted output if p2
// has larger polar angle (in counterclockwise
// direction) than p1
p0 = points[0];
qsort(&points[1], n-1, sizeof(Point), compare);
// If two or more points make same angle with p0,
// Remove all but the one that is farthest from p0
// Remember that, in above sorting, our criteria was
// to keep the farthest point at the end when more than
// one points have same angle.
int m = 1; // Initialize size of modified array
for (int i=1; i<n; i++)
{
// Keep removing i while angle of i and i+1 is same
// with respect to p0
while (i < n-1 && orientation(p0, points[i],
points[i+1]) == 0)
i++;
points[m] = points[i];
m++; // Update size of modified array
}
// If modified array of points has less than 3 points,
// convex hull is not possible
if (m < 3) return;
// Create an empty stack and push first three points
// to it.
stack<Point> S;
S.push(points[0]);
S.push(points[1]);
S.push(points[2]);
// Process remaining n-3 points
for (int i = 3; i < m; i++)
{
// Keep removing top while the angle formed by
// points next-to-top, top, and points[i] makes
// a non-left turn
while (orientation(nextToTop(S), S.top(), points[i]) != 2)
S.pop();
S.push(points[i]);
}
// Now stack has the output points, print contents of stack
while (!S.empty())
{
Point p = S.top();
cout << "(" << p.x << ", " << p.y <<")" << endl;
S.pop();
}
}
// Driver program to test above functions
int main()
{
Point points[] = {{0, 3}, {1, 1}, {2, 2}, {4, 4},
{0, 0}, {1, 2}, {3, 1}, {3, 3}};
int n = sizeof(points)/sizeof(points[0]);
convexHull(points, n);
return 0;
}
Here you have my implementation of graham algorithm in c++. Check it out: graham algorithm
I think you need this.
http://aduni.org/courses/algorithms/courseware/psets/Problem_Set_04.doc
I want to use a random number generator that creates random numbers in a gaussian range where I can define the median by myself. I already asked a similar question here and now I'm using this code:
class RandomGaussian
{
private static Random random = new Random();
private static bool haveNextNextGaussian;
private static double nextNextGaussian;
public static double gaussianInRange(double from, double mean, double to)
{
if (!(from < mean && mean < to))
throw new ArgumentOutOfRangeException();
int p = Convert.ToInt32(random.NextDouble() * 100);
double retval;
if (p < (mean * Math.Abs(from - to)))
{
double interval1 = (NextGaussian() * (mean - from));
retval = from + (float)(interval1);
}
else
{
double interval2 = (NextGaussian() * (to - mean));
retval = mean + (float)(interval2);
}
while (retval < from || retval > to)
{
if (retval < from)
retval = (from - retval) + from;
if (retval > to)
retval = to - (retval - to);
}
return retval;
}
private static double NextGaussian()
{
if (haveNextNextGaussian)
{
haveNextNextGaussian = false;
return nextNextGaussian;
}
else
{
double v1, v2, s;
do
{
v1 = 2 * random.NextDouble() - 1;
v2 = 2 * random.NextDouble() - 1;
s = v1 * v1 + v2 * v2;
} while (s >= 1 || s == 0);
double multiplier = Math.Sqrt(-2 * Math.Log(s) / s);
nextNextGaussian = v2 * multiplier;
haveNextNextGaussian = true;
return v1 * multiplier;
}
}
}
Then to verify the results I plotted them with gaussianInRange(0, 0.5, 1) for n=100000000
As one can see the median is really at 0.5 but there isn't really a curve visible. So what I'm doing wrong?
EDIT
What i want is something like this where I can set the highest probability by myself by passing a value.
The simplest way to draw normal deviates conditional on them being in a particular range is with rejection sampling:
do {
retval = NextGaussian() * stdev + mean;
} while (retval < from || to < retval);
The same sort of thing is used when you draw coordinates (v1, v2) in a circle in your unconditional normal generator.
Simply folding in values outside the range doesn't produce the same distribution.
Also, if you have a good implementation of the error function and its inverse, you can calculate the values directly using an inverse CDF. The CDF of a normal distribution is
F(retval) = (1 + erf((retval-mean) / (stdev*sqrt(2)))) / 2
The CDF of a censored distribution is
C(retval) = (F(retval) - F(from)) / (F(to) - F(from)), from ≤ x < to
To draw a random number using a CDF, you draw v from a uniform distribution on [0, 1] and solve C(retval) = v. This gives
double v = random.NextDouble();
double t1 = erf((from - mean) / (stdev*sqrt(2)));
t2 = erf((to - mean) / (stdev*sqrt(2)));
double retval = mean + stdev * sqrt(2) * erf_inv(t1*(1-v) + t2*v);
You can precalculate t1 and t2 for specific parameters. The advantage of this approach is that there is no rejection sampling, so you only need a single NextDouble() per draw. If the [from, to] interval is small this will be faster.
However, it sounds like you might want the binomial distribution instead.
I have similar methods in my Graph generator (had to modify it a bit):
Returns a random floating-point number using a generator function with a specific range:
private double NextFunctional(Func<double, double> func, double from, double to, double height, out double x)
{
double halfWidth = (to - from) / 2;
double distance = halfWidth + from;
x = this.rand.NextDouble() * 2 - 1;// -1 .. 1
double y = func(x);
x = halfWidth * x + distance;
y *= height;
return y;
}
Gaussian function:
private double Gauss(double x)
{
// Graph should look better with double-x scale.
x *= 2;
double σ = 1 / Math.Sqrt(2 * Math.PI);
double variance = Math.Pow(σ, 2);
double exp = -0.5 * Math.Pow(x, 2) / variance;
double y = 1 / Math.Sqrt(2 * Math.PI * variance) * Math.Pow(Math.E, exp);
return y;
}
A method that generates a graph using the random numbers:
private void PlotGraph(Graphics g, Pen p, double from, double to, double height)
{
for (int i = 0; i < 1000; i++)
{
double x;
double y = this.NextFunctional(this.Gauss, from, to, height, out x);
this.DrawPoint(g, p, x, y);
}
}
I would rather used a cosine function - it is much faster and pretty close to the gaussian function for your needs:
double x;
double y = this.NextFunctional(a => Math.Cos(a * Math.PI), from, to, height, out x);
The out double x parameter in the NextFunctional() method is there so you can easily test it on your graphs (I use an iterator in my method).