Find minimum distance between 2 points in 2 arrays - c#

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))

Related

B-spline algorithm

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;
}

Trouble implementing recursive method for mean of an array

I have an array of numbers(double) and I want to implement a recursive method in C# to calculate a running average for a given position in the array using the following algorithm:
µn+1 = (n * µn)/(n+1) + Xn+1/n
where µn+1 is the average at the position I'm interested in,
µn is the average of the prior iteration and Xn+1 is the nth element of the array.
I have been able to do it with an averaging function and an iterative function but not recursion:
static double Flow(double[] A, int n)
{
double U = (A[0] + A[1]) / 2.0;
if (n == 2) { return U; }
else if (n == 1) { return A[0]; }
else
{
for (int i = 3; i <= n; i++)
{
U = Avg(A, U, i);
}
}
return U;
}
static double Avg(double[] A, double M, int n)
{
double a =(n - 1) * M / (n);
double b = A[n - 1] / (n);
return a + b;
}
You need to define µ1, whatever your initial value of the first average is, for your algorithm to work. Also, variable i is not involved in your expression so what's it? Since Xn+1 is divided by n, I presume it can't be zero. Then the function should look like this:
double Avg(double[] array, int n)
{
if (n = 2)
{
return u1/2+array[2]; //u1 is a set value.
}
return (n-1)*Avg(array, n-1)/n+array[n]/(n-1);
}
Last but not least, it's more convenient to express recursive algorithm in µn = ... µ(n-1) instead of µ(n+1)=...µn.

C# to mimic Excel SLOPE function

I'm trying to calculate the slope of two data lists. You can easily calculate this in EXCEL using the SLOPE function. =SLOPE(A1:A100, B1:B100). I'm trying to mimic this function in C# WinForm. Here is my code, it can calculate something, but not the correct number that you would get from the Excel function. Please help me find the error here. Thanks so much!
private double Getslope(List<double> ProductGrossExcessReturnOverRFR, List<double> primaryIndexExcessReturnOverRFR, int months, int go_back = 0)
{
double slope = 0;
double sumx = 0, sumy = 0, sumxy = 0, sumx2 = 0;
for (int i = ProductGrossExcessReturnOverRFR.Count - 1 - go_back; i > ProductGrossExcessReturnOverRFR.Count - (1 + months + go_back); i--)
{
sumxy += ProductGrossExcessReturnOverRFR[i] * primaryIndexExcessReturnOverRFR[i];
sumx += ProductGrossExcessReturnOverRFR[i];
sumy += primaryIndexExcessReturnOverRFR[i];
sumx2 += ProductGrossExcessReturnOverRFR[i] * ProductGrossExcessReturnOverRFR[i];
}
return slope = 1 / (((sumxy - sumx * sumy / months) / (sumx2 - sumx * sumx / months)));
}
Test data:
{1.085231224, 2.335034309, 0.346667278} and
{3.185231224,3.705034309 , -0.883332722} should have slope of 0.3373 if you calculate in Excel using =SLOPE function. But my code produces 0.47 somehow...
I think your formula is wrong
According to the Excel documentation the formula for SLOPE is
Note also that the first argument to the function is the the y values.
It's unclear how goback and months apply, but it looks like this might work:
private double Getslope(List<double> ProductGrossExcessReturnOverRFR,
List<double> primaryIndexExcessReturnOverRFR,
int months,
int go_back = 0)
{
// calc # of items to skip
int skip = ProductGrossExcessReturnOverRFR.Count - go_back - months;
// get list of x's and y's
var ys = ProductGrossExcessReturnOverRFR.Skip(skip).Take(months);
var xs = primaryIndexExcessReturnOverRFR.Skip(skip).Take(months);
// "zip" xs and ys to make the sum of products easier
var xys = Enumerable.Zip(xs,ys, (x, y) => new {x = x, y = y});
double xbar = xs.Average();
double ybar = ys.Average();
double slope = xys.Sum(xy => (xy.x - xbar) * (xy.y - ybar)) / xs.Sum(x => (x - xbar)*(x - xbar));
return slope;
}

How can I convert this divide and conquer code to compare one point to a list of points?

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.

Generate a random number in a Gaussian Range?

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).

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