Christopher2222

MaplePrimes Activity


These are replies submitted by Christopher2222

It would be nice to see some updates in that package. 

I think the message for atomic weight should be displayed even if verboseproc=1

It would be nice to see some updates in that package. 

I think the message for atomic weight should be displayed even if verboseproc=1

I'm not sure if Mathematica added the mathematica 9 maple 16 comparison pdf after or before the 9.0.1 release.

No matter, as argued above, it doesn't really matter which one you choose (really a matter of preference, they are both good).  In the numerics pdf file comparison at the bottom of this page http://www.wolfram.com/mathematica/compare-mathematica/compare-mathematica-and-maple.html the summary states "Over a test suite of 505 tasks, covering different operations on different types and sizes of data, Mathematica was faster in 500 cases."

They include mathematica and maple code at the end of the document.  Some of the more advanced maple users can see how to improve the maple code written there. 

Competetively there will always be a comparison between the two.  And it's pretty easy to see that the testers don't go looking for the competitors fastest code / algorithm.  Just so long as there is code to compare it to. 

I found it on the waybackmachine.  Here it is.

1_ListBuffer.mpl

Okay, I'll relook at that.  In the meantime these are the letters that occur on each cube.

Boggle letters per cube

1  i,m,c,u,o,t
2  s,s,e,t,o,i
3  n,r,l,h,z,n
4  e,v,y,r,d,l
5  s,f,p,a,k,f
6  w,a,o,t,t,o
7  e,e,a,n,a,g
8  d,l,r,x,i,e
9  c,h,s,p,a,o
10  e,e,w,h,g,n
11  s,i,u,e,e,n
12  e,l,r,y,t,t
13  o,o,a,b,b,j
14  s,d,t,y,t,i
15  w,h,e,r,v,t
16  Qu,i,i,m,h,n

As you can see, in the real game of boggle, certain words are impossible.  (I'm not sure if all games have the same letter dies - perhaps each boggle game is unique in that sense.) 

** edit add** -

Apparently there were two different letter distributions of Boggle.  

New Version | Old Version
AAEEGN | AACIOT
ELRTTY | AHMORS
AOOTTW | EGKLUY
ABBJOO | ABILTY
EHRTVW | ACDEMP
CIMOTV | EGINTV
DISTTY | GILRUW
EIOSST | ELPSTU
DELRVY | DENOSW
ACHOPS | ACELRS
HIMNQU | ABJMOQ
EEINSU | EEFHIY
EEGHNW | EHINPS
AFFKPS | DKNOTU
HLNNRZ | ADENVZ
DEILRX | BIFORX

Okay, I'll relook at that.  In the meantime these are the letters that occur on each cube.

Boggle letters per cube

1  i,m,c,u,o,t
2  s,s,e,t,o,i
3  n,r,l,h,z,n
4  e,v,y,r,d,l
5  s,f,p,a,k,f
6  w,a,o,t,t,o
7  e,e,a,n,a,g
8  d,l,r,x,i,e
9  c,h,s,p,a,o
10  e,e,w,h,g,n
11  s,i,u,e,e,n
12  e,l,r,y,t,t
13  o,o,a,b,b,j
14  s,d,t,y,t,i
15  w,h,e,r,v,t
16  Qu,i,i,m,h,n

As you can see, in the real game of boggle, certain words are impossible.  (I'm not sure if all games have the same letter dies - perhaps each boggle game is unique in that sense.) 

** edit add** -

Apparently there were two different letter distributions of Boggle.  

New Version | Old Version
AAEEGN | AACIOT
ELRTTY | AHMORS
AOOTTW | EGKLUY
ABBJOO | ABILTY
EHRTVW | ACDEMP
CIMOTV | EGINTV
DISTTY | GILRUW
EIOSST | ELPSTU
DELRVY | DENOSW
ACHOPS | ACELRS
HIMNQU | ABJMOQ
EEINSU | EEFHIY
EEGHNW | EHINPS
AFFKPS | DKNOTU
HLNNRZ | ADENVZ
DEILRX | BIFORX

Usually I find translations between the 3 M's written by someone who is fully versed in 1 language and only partially versed in the others.  Take this location http://amath.colorado.edu/computing/mmm/ someone has shown how a particular operation could be coded in various languages and obviously he was not Maple savvy as many areas of Maple code were left undone and hasn't been updated for quite some time. 

A better similar website could be constructed that would be advantageous to users of all platforms.

Usually I find translations between the 3 M's written by someone who is fully versed in 1 language and only partially versed in the others.  Take this location http://amath.colorado.edu/computing/mmm/ someone has shown how a particular operation could be coded in various languages and obviously he was not Maple savvy as many areas of Maple code were left undone and hasn't been updated for quite some time. 

A better similar website could be constructed that would be advantageous to users of all platforms.

I didn't think there was much advancement in that area, as the more important focus (of course) is Maple itself. 

Probably best left up to users to make their own translation and ask for help here.  Makes sense, after-all why should Maple spend time catering to get Mathematica code into Maple.  It is a daunting if not almost impossible task to get perfect anyway.

The last revision of a Maple converter for Mathematica was 1998 !  I am sure Wolfram has dropped all developement in that area and has focused on the core itself.  Unless Maple has spare resources to devote improving or upgrading the Mma translator then I guess it doesn't really make sense to.  It's not really a value added option for Maple anyway... well, it is kind of, but it doesn't outweigh the benefits if those resources were concentrated on the core product. 

 

 

I didn't think there was much advancement in that area, as the more important focus (of course) is Maple itself. 

Probably best left up to users to make their own translation and ask for help here.  Makes sense, after-all why should Maple spend time catering to get Mathematica code into Maple.  It is a daunting if not almost impossible task to get perfect anyway.

The last revision of a Maple converter for Mathematica was 1998 !  I am sure Wolfram has dropped all developement in that area and has focused on the core itself.  Unless Maple has spare resources to devote improving or upgrading the Mma translator then I guess it doesn't really make sense to.  It's not really a value added option for Maple anyway... well, it is kind of, but it doesn't outweigh the benefits if those resources were concentrated on the core product. 

 

 

We can weed out an ellagant solution later.  Can we see a base maple code to start from?

We can weed out an ellagant solution later.  Can we see a base maple code to start from?

I have taken the liberty to transcribe your code into maple.

 

restart; gc()

``

with(linalg):

RenderData := proc (adjacency, data) local i, j, pt, ptlist; ptlist := NULL; for i to coldim(data) do for j to coldim(data) do if adjacency[i, j] = 1 then pt := map(convert, [col(data, i), col(data, j)], list); ptlist := ptlist, pt end if end do end do; plot([ptlist], view = [-12 .. 12, -12 .. 12], color = blue, axes = none, scaling = constrained) end proc:

b := 0;

10

(1)

d := 25;

25

(2)

C := matrix([[2, 0, 2, 0, 2, 0, 2, 0], [2, 2, 2, 2, 0, 0, 0, 0], [0, 0, 2, 2, 2, 2, 0, 0], [1, 1, 1, 1, 1, 1, 1, 1]]);

C := Matrix(4, 8, {(1, 1) = 2, (1, 2) = 0, (1, 3) = 2, (1, 4) = 0, (1, 5) = 2, (1, 6) = 0, (1, 7) = 2, (1, 8) = 0, (2, 1) = 2, (2, 2) = 2, (2, 3) = 2, (2, 4) = 2, (2, 5) = 0, (2, 6) = 0, (2, 7) = 0, (2, 8) = 0, (3, 1) = 0, (3, 2) = 0, (3, 3) = 2, (3, 4) = 2, (3, 5) = 2, (3, 6) = 2, (3, 7) = 0, (3, 8) = 0, (4, 1) = 1, (4, 2) = 1, (4, 3) = 1, (4, 4) = 1, (4, 5) = 1, (4, 6) = 1, (4, 7) = 1, (4, 8) = 1})

(3)

A := matrix([[0, 1, 1, 0, 0, 0, 1, 0], [1, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 1, 0, 0, 0], [0, 1, 1, 0, 0, 1, 0, 0], [0, 0, 1, 0, 0, 1, 1, 0], [0, 0, 0, 1, 1, 0, 0, 1], [1, 0, 0, 0, 1, 0, 0, 1], [0, 1, 0, 0, 0, 1, 1, 0]])

A := Matrix(8, 8, {(1, 1) = 0, (1, 2) = 1, (1, 3) = 1, (1, 4) = 0, (1, 5) = 0, (1, 6) = 0, (1, 7) = 1, (1, 8) = 0, (2, 1) = 1, (2, 2) = 0, (2, 3) = 0, (2, 4) = 1, (2, 5) = 0, (2, 6) = 0, (2, 7) = 0, (2, 8) = 1, (3, 1) = 1, (3, 2) = 0, (3, 3) = 0, (3, 4) = 1, (3, 5) = 1, (3, 6) = 0, (3, 7) = 0, (3, 8) = 0, (4, 1) = 0, (4, 2) = 1, (4, 3) = 1, (4, 4) = 0, (4, 5) = 0, (4, 6) = 1, (4, 7) = 0, (4, 8) = 0, (5, 1) = 0, (5, 2) = 0, (5, 3) = 1, (5, 4) = 0, (5, 5) = 0, (5, 6) = 1, (5, 7) = 1, (5, 8) = 0, (6, 1) = 0, (6, 2) = 0, (6, 3) = 0, (6, 4) = 1, (6, 5) = 1, (6, 6) = 0, (6, 7) = 0, (6, 8) = 1, (7, 1) = 1, (7, 2) = 0, (7, 3) = 0, (7, 4) = 0, (7, 5) = 1, (7, 6) = 0, (7, 7) = 0, (7, 8) = 1, (8, 1) = 0, (8, 2) = 1, (8, 3) = 0, (8, 4) = 0, (8, 5) = 0, (8, 6) = 1, (8, 7) = 1, (8, 8) = 0})

(4)

P1 := Matrix([[1, 0, -b/d, 0], [0, 1, -c/d, 0], [0, 0, 0, 0], [0, 0, -1/d, 1]])

P1 := Matrix(4, 4, {(1, 1) = 1, (1, 2) = 0, (1, 3) = 0, (1, 4) = 0, (2, 1) = 0, (2, 2) = 1, (2, 3) = -2/5, (2, 4) = 0, (3, 1) = 0, (3, 2) = 0, (3, 3) = 0, (3, 4) = 0, (4, 1) = 0, (4, 2) = 0, (4, 3) = -1/25, (4, 4) = 1})

(5)

f := 2

2

(6)

c := 10

10

(7)

anim1 := NULL:

with(plots):

display([anim1], insequence = true);

 

P2 := matrix([[1, 0, 0, 0], [0, cos(theta), -sin(theta), 0], [0, sin(theta), cos(theta), 0], [0, 0, 0, 1]])

P2 := Matrix(4, 4, {(1, 1) = 1, (1, 2) = 0, (1, 3) = 0, (1, 4) = 0, (2, 1) = 0, (2, 2) = cos(theta), (2, 3) = -sin(theta), (2, 4) = 0, (3, 1) = 0, (3, 2) = sin(theta), (3, 3) = cos(theta), (3, 4) = 0, (4, 1) = 0, (4, 2) = 0, (4, 3) = 0, (4, 4) = 1})

(8)

anim2 := NULL; for f to 5 do P2 := matrix([[1, 0, 0, 0], [0, cos(theta), -sin(theta), 0], [0, sin(theta), cos(theta), 0], [0, 0, 0, 1]]); newC := evalm(`&*`(P2, C)); M := Matrix(2, coldim(newC), proc (i, j) options operator, arrow; newC[i, j]/newC[4, j]+f end proc); anim2 := anim2, RenderData(A, M) end do

Warning, unable to evaluate 14 of the 24 functions to numeric values in the region; see the plotting command's help page to ensure the calling sequence is correct

 

display([anim2], insequence = true)

 

P3 := matrix([[cos(theta), 0, sin(theta), 0], [0, 1, 0, 0], [-sin(theta), 0, cos(theta), 0], [0, 0, 0, 1]])

P3 := Matrix(4, 4, {(1, 1) = cos(theta), (1, 2) = 0, (1, 3) = sin(theta), (1, 4) = 0, (2, 1) = 0, (2, 2) = 1, (2, 3) = 0, (2, 4) = 0, (3, 1) = -sin(theta), (3, 2) = 0, (3, 3) = cos(theta), (3, 4) = 0, (4, 1) = 0, (4, 2) = 0, (4, 3) = 0, (4, 4) = 1})

(9)

anim3 := NULL:

Warning, unable to evaluate 14 of the 24 functions to numeric values in the region; see the plotting command's help page to ensure the calling sequence is correct

 

display([anim3], insequence = true)

 

``

 

Download mapleprimes_3d_cub.mw

Hm.  I did not realize they were the same as the bytes conversion. 

Hm.  I did not realize they were the same as the bytes conversion. 

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