How is the full adder's carry out term derived? - add

I'm reading the section of the full adder in Digital Design by Morris Mano and I can't seem to figure out how it got from equation A to equation B.
From a full adder's truth table and k-map using inputs x, y, and z, the carry out term, C, is defined as:
C = xy + xz + yz (equation A)
I could understand the above, but in order to leverage the xor already used by the summation term of x, y, and z, the book redefines C as:
C = z(xy' + x'y) + xy = xy'z + x'yz + xy (equation B)
How are these two equivalent? I've tried to derive one from the other on paper but I'm not able to come up with the steps in between.

Sorry my comment (which I removed) was hastily stated.
Consider the following logic table (I'm using ^ to represent XOR for brevity):
The results of xy + xz + yz are the same as xy + (x ^ y)z because, for the first 6 cases, the value of x + y and x ^ y are the same. For the last two cases where they are different, the xy term being OR'ed in is 1 which makes their difference irrelevant to the final value.

Related

Convert DFA to RE

I constructed a finite automata for the language L of all strings made of the symbols 0, 1 and 2 (Σ = {0, 1, 2}) where the last symbol is not smaller than the first symbol. E.g., the strings 0, 2012, 01231 and 102 are in the language, but 10, 2021 and 201 are not in the language.
Then from that an GNFA so I can convert to RE.
My RE looks like this:
(0(0+1+2)* )(1(0(1+2)+1+2)* )(2((0+1)2+2))*)
I have no idea if this is correct, as I think I understand RE but not entirely sure.
Could someone please tell me if it’s correct and if not why?
There is a general method to convert any DFA into a regular expression, and is probably what you should be using to solve this homework problem.
For your attempt specifically, you can tell whether an RE is incorrect by finding a word that should be in the language, but that your RE doesn't accept, or a word that shouldn't be in the language that the RE does accept. In this case, the string 1002 should be in the language, but the RE doesn't match it.
There are two primary reasons why this string isn't matched. The first is that there should be a union rather than a concatenation between the three major parts of the language (words starting with 0, 1 and 2, respectively:
(0(0+1+2)*) (1(0(1+2)+1+2)*) (2((0+1)2+2))*) // wrong
(0(0+1+2)*) + (1(0(1+2)+1+2)*) + (2((0+1)2+2))*) // better
The second problem is that in the 1 and 2 cases, the digits smaller than the starting digit need to be repeatable:
(1(0 (1+2)+1+2)*) // wrong
(1(0*(1+2)+1+2)*) // better
If you do both of those things, the RE will be correct. I'll leave it as an exercise for you to follow that step for the 2 case.
The next thing you can try is find a way to make the RE more compact:
(1(0*(1+2)+1+2)*) // verbose
(1(0*(1+2))*) // equivalent, but more compact
This last step is just a matter of preference. You don't need the trailing +1+2 because 0* can be of zero length, so 0*(1+2) covers the +1+2 case.
You can use an algorithm but this DFA might be easy enough to convert as a one-off.
First, note that if the first symbol seen in the initial state is 0, you transition to state A and remain there. A is accepting. This means any string beginning with 0 is accepted. Thus, our regular expression might as well have a term like 0(0+1+2)* in it.
Second, note that if the first symbol seen in the initial state is 1, you transition to state B and remain in states B and D from that point on. You only leave B if you see 0 and you stay out of B as long as you keep seeing 0. The only way to end on D is if the last symbol you saw was 0. Therefore, strings beginning with 1 are accepted if and only if the strings don't end in 0. We can have a term like 1(0+1+2)*(1+2) in our regular expression as well to cover these cases.
Third, note that if the first symbol seen in the initial state is 2, you transition to state C and remain in states C and E from that point on. You leave state C if you see anything but 2 and stay out of B until you see a 2 again. The only way to end up on C is if the last symbol you saw was 2. Therefore, strings beginning with 2 are accepted if and only if the strings end in 2. We can have a term like 2(0+1+2)*(2) in our regular expression as well to cover these cases.
Finally, we see that there are no other cases to consider; our three terms cover all cases and the union of them fully describes our language:
0(0+1+2)* + 1(0+1+2)*(1+2) + 2(0+1+2)*2
It was easy to just write out the answer here because this DFA is sort of like three simple DFAs put together with a start state. More complicated DFAs might be easier to convert to REs using algorithms that don't require you understand or follow what the DFA is doing.
Note that if the start state is accepting (mentioned in a comment on another answer) the RE changes as follows:
e + 0(0+1+2)* + 1(0+1+2)*(1+2) + 2(0+1+2)*2
Basically, we just tack the empty string onto it since it is not already generated by any of the other parts of the aggregate expression.
You have the equivalent of what is known as a right-linear system. It's right-linear because the variables occur on the right hand sides only to the first degree and only on the right-hand sides of each term. The system that you have may be written - with a change in labels from 0,1,2 to u,v,w - as
S ≥ u A + v B + w C
A ≥ 1 + (u + v + w) A
B ≥ 1 + u D + (v + w) B
C ≥ 1 + (u + v) E + w C
D ≥ u D + (v + w) B
E ≥ (u + v) E + w C
The underlying algebra is known as a Kleene algebra. It is defined by the following identities that serve as its fundamental properties
(xy)z = x(yz), x1 = x = 1x,
(x + y) + z = x + (y + z), x + 0 = x = 0 + x,
y0z = 0, w(x + y)z = wxz + wyz,
x + y = y + x, x + x = x,
with a partial ordering relation defined by
x ≤ y ⇔ y ≥ x ⇔ ∃z(x + z = y) ⇔ x + y = y
With respect to this ordering relation, all finite subsets have least upper bounds, including the following
0 = ⋁ ∅, x + y = ⋁ {x, y}
The sum operator "+" is the least upper bound operator.
The system you have is a right-linear fixed point system, since it expresses the variables on the left as a (right-linear) function, as given on the right, of the variables. The object being specified by the system is the least solution with respect to the ordering; i.e. the least fixed point solution; and the regular expression sought out is the value that the main variable has in the least fixed point solution.
The last axiom(s) for Kleene algebras can be stated in any of a number of equivalent ways, including the following:
0* = 1
the least fixed point solution to x ≥ a + bx + xc is x = b* a c*.
There are other ways to express it. A consequence is that one has identities such as the following:
1 + a a* = a* = 1 + a* a
(a + b)* = a* (b a*)*
(a b)* a = a (b a)*
In general, right linear systems, such as the one corresponding to your problem may be written in vector-matrix form as 𝐪 ≥ 𝐚 + A 𝐪, with the least fixed point solution given in matrix form as 𝐪 = A* 𝐚. The central theorem of Kleene algebras is that all finite right-linear systems have least fixed point solutions; so that one can actually define matrix algebras over Kleene algebras with product and sum given respectively as matrix product and matrix sum, and that this algebra can be made into a Kleene algebra with a suitably-defined matrix star operation through which the least fixed point solution is expressed. If the matrix A decomposes into block form as
B C
D E
then the star A* of the matrix has the block form
(B + C E* D)* (B + C E* D)* C E*
(E + D B* C)* D B* (E + D B* C)*
So, what this is actually saying is that for a vector-matrix system of the form
x ≥ a + B x + C y
y ≥ b + D x + E y
the least fixed point solution is given by
x = (B + C E* D)* (a + C E* b)
y = (E + D B* C)* (D B* a + b)
The star of a matrix, if expressed directly in terms of its components, will generally be huge and highly redundant. For an n×n matrix, it has size O(n³) - cubic in n - if you allow for redundant sub-expressions to be defined by macros. Otherwise, if you in-line insert all the redundancy then I think it blows up to a highly-redundant mess that is exponential in n in size.
So, there's intelligence required and involved (literally meaning: AI) in finding or pruning optimal forms that avoid the blow-up as much as possible. That's a non-trivial job for any purported matrix solver and regular expression synthesis compiler.
An heuristic, for your system, is to solve for the variables that don't have a "1" on the right-hand side and in-line substitute the solutions - and to work from bottom-up in terms of the dependency chain of the variables. That would mean starting with D and E first
D ≥ u* (v + w) B
E ≥ (u + v)* w C
In-line substitute into the other inequations
S ≥ u A + v B + w C
A ≥ 1 + (u + v + w) A
B ≥ 1 + u u* (v + w) B + (v + w) B
C ≥ 1 + (u + v) (u + v)* w C + w C
Apply Kleene algebra identities (e.g. x x* y + y = x* y)
S ≥ u A + v B + w C
A ≥ 1 + (u + v + w) A
B ≥ 1 + u* (v + w) B
C ≥ 1 + (u + v)* w C
Solve for the next layer of dependency up: A, B and C:
A ≥ (u + v + w)*
B ≥ (u* (v + w))*
C ≥ ((u + v)* w)*
Apply some more Kleene algebra (e.g. (x* y)* = 1 + (x + y)* y) to get
B ≥ 1 + N (v + w)
C ≥ 1 + N w
where, for convenience we set N = (u + v + w)*. In-line substitute at the top-level:
S ≥ u N + v (1 + N (v + w)) + w (1 + N w).
The least fixed point solution, in the main variable S, is thus:
S = u N + v + v N (v + w) + w + w N w.
where
N = (u + v + w)*.
As you can already see, even with this simple example, there's a lot of chess-playing to navigate through the system to find an optimally-pruned solution. So, it's certainly not a trivial problem. What you're essentially doing is synthesizing a control-flow structure for a program in a structured programming language from a set of goto's ... essentially the core process of reverse-compiling from assembly language to a high level language.
One measure of optimization is that of minimizing the loop-depth - which here means minimizing the depth of the stars or the star height. For example, the expression x* (y x*)* has star-height 2 but reduces to (x + y)*, which has star height 1. Methods for reducing star-height come out of the research by Hashiguchi and his resolution of the minimal star-height problem. His proof and solution (dating, I believe, from the 1980's or 1990's) is complex and to this day the process still goes on of making something more practical of it and rendering it in more accessible form.
Hashiguchi's formulation was cast in the older 1950's and 1960's formulation, predating the axiomatization of Kleene algebras (which was in the 1990's), so to date, nobody has rewritten his solution in entirely algebraic form within the framework of Kleene algebras anywhere in the literature ... as far as I'm aware. Whoever accomplishes this will have, as a result, a core element of an intelligent regular expression synthesis compiler, but also of a reverse-compiler and programming language synthesis de-compiler. Essentially, with something like that on hand, you'd be able to read code straight from binary and the lid will be blown off the world of proprietary systems. [Bite tongue, bite tongue, mustn't reveal secret yet, must keep the ring hidden.]

Solving vector second order differential equation while indexing into an array

I'm attempting to solve the differential equation:
m(t) = M(x)x'' + C(x, x') + B x'
where x and x' are vectors with 2 entries representing the angles and angular velocity in a dynamical system. M(x) is a 2x2 matrix that is a function of the components of theta, C is a 2x1 vector that is a function of theta and theta' and B is a 2x2 matrix of constants. m(t) is a 2*1001 array containing the torques applied to each of the two joints at the 1001 time steps and I would like to calculate the evolution of the angles as a function of those 1001 time steps.
I've transformed it to standard form such that :
x'' = M(x)^-1 (m(t) - C(x, x') - B x')
Then substituting y_1 = x and y_2 = x' gives the first order linear system of equations:
y_2 = y_1'
y_2' = M(y_1)^-1 (m(t) - C(y_1, y_2) - B y_2)
(I've used theta and phi in my code for x and y)
def joint_angles(theta_array, t, torques, B):
phi_1 = np.array([theta_array[0], theta_array[1]])
phi_2 = np.array([theta_array[2], theta_array[3]])
def M_func(phi):
M = np.array([[a_1+2.*a_2*np.cos(phi[1]), a_3+a_2*np.cos(phi[1])],[a_3+a_2*np.cos(phi[1]), a_3]])
return np.linalg.inv(M)
def C_func(phi, phi_dot):
return a_2 * np.sin(phi[1]) * np.array([-phi_dot[1] * (2. * phi_dot[0] + phi_dot[1]), phi_dot[0]**2])
dphi_2dt = M_func(phi_1) # (torques[:, t] - C_func(phi_1, phi_2) - B # phi_2)
return dphi_2dt, phi_2
t = np.linspace(0,1,1001)
initial = theta_init[0], theta_init[1], dtheta_init[0], dtheta_init[1]
x = odeint(joint_angles, initial, t, args = (torque_array, B))
I get the error that I cannot index into torques using the t array, which makes perfect sense, however I am not sure how to have it use the current value of the torques at each time step.
I also tried putting odeint command in a for loop and only evaluating it at one time step at a time, using the solution of the function as the initial conditions for the next loop, however the function simply returned the initial conditions, meaning every loop was identical. This leads me to suspect I've made a mistake in my implementation of the standard form but I can't work out what it is. It would be preferable however to not have to call the odeint solver in a for loop every time, and rather do it all as one.
If helpful, my initial conditions and constant values are:
theta_init = np.array([10*np.pi/180, 143.54*np.pi/180])
dtheta_init = np.array([0, 0])
L_1 = 0.3
L_2 = 0.33
I_1 = 0.025
I_2 = 0.045
M_1 = 1.4
M_2 = 1.0
D_2 = 0.16
a_1 = I_1+I_2+M_2*(L_1**2)
a_2 = M_2*L_1*D_2
a_3 = I_2
Thanks for helping!
The solver uses an internal stepping that is problem adapted. The given time list is a list of points where the internal solution gets interpolated for output samples. The internal and external time lists are in no way related, the internal list only depends on the given tolerances.
There is no actual natural relation between array indices and sample times.
The translation of a given time into an index and construction of a sample value from the surrounding table entries is called interpolation (by a piecewise polynomial function).
Torque as a physical phenomenon is at least continuous, a piecewise linear interpolation is the easiest way to transform the given function value table into an actual continuous function. Of course one also needs the time array.
So use numpy.interp1d or the more advanced routines of scipy.interpolate to define the torque function that can be evaluated at arbitrary times as demanded by the solver and its integration method.

Line segment intersection

I found this code snippet on raywenderlich.com, however the link to the explanation wasn't valid anymore. I "translated" the answer into Swift, I hope you can understand, it's actually quite easy even without knowing the language. Could anyone explain what exactly is going on here? Thanks for any help.
class func linesCross(#line1: Line, line2: Line) -> Bool {
let denominator = (line1.end.y - line1.start.y) * (line2.end.x - line2.start.x) -
(line1.end.x - line1.start.x) * (line2.end.y - line2.start.y)
if denominator == 0 { return false } //lines are parallel
let ua = ((line1.end.x - line1.start.x) * (line2.start.y - line1.start.y) -
(line1.end.y - line1.start.y) * (line2.start.x - line1.start.x)) / denominator
let ub = ((line2.end.x - line2.start.x) * (line2.start.y - line1.start.y) -
(line2.end.y - line2.start.y) * (line2.start.x - line1.start.x)) / denominator
//lines may touch each other - no test for equality here
return ua > 0 && ua < 1 && ub > 0 && ub < 1
}
You can find a detailed segment-intersection algorithm
in the book Computational Geometry in C, Sec. 7.7.
The SegSegInt code described there is available here.
I recommend avoiding slope calculations.
There are several "degenerate" cases that require care: collinear segments
overlapping or not, one segment endpoint in the interior of the other segments,
etc. I wrote the code to return an indication of these special cases.
This is what the code is doing.
Every point P in the segment AB can be described as:
P = A + u(B - A)
for some constant 0 <= u <= 1. In fact, when u=0 you get P=A, and you getP=B when u=1. Intermediate values of u will give you intermediate values of P in the segment. For instance, when u = 0.5 you will get the point in the middle. In general, you can think of the parameter u as the ratio between the lengths of AP and AB.
Now, if you have another segment CD you can describe the points Q on it in the same way, but with a different u, which I will call v:
Q = C + v(D - C)
Again, keep in mind that Q lies between C and D if, and only if, 0 <= v <= 1 (same as above for P).
To find the intersection between the two segments you have to equate P=Q. In other words, you need to find u and v, both between 0 and 1 such that:
A + u(B - A) = C + v(D - C)
So, you have this equation and you have to see if it is solvable within the given constraints on u and v.
Given that A, B, C and D are points with two coordinates x,y each, you can open the equation above into two equations:
ax + u(bx - ax) = cx + v(dx - cx)
ay + u(by - ay) = cy + v(dy - cy)
where ax = A.x, ay = A.y, etc., are the coordinates of the points.
Now we are left with a 2x2 linear system. In matrix form:
|bx-ax cx-dx| |u| = |cx-ax|
|by-ay cy-dy| |v| |cy-ay|
The determinant of the matrix is
det = (bx-ax)(cy-dy) - (by-ay)(cx-dx)
This quantity corresponds to the denominator of the code snippet (please check).
Now, multiplying both sides by the cofactor matrix:
|cy-dy dx-cx|
|ay-by bx-ax|
we get
det*u = (cy-dy)(cx-ax) + (dx-cx)(cy-ay)
det*v = (ay-by)(cx-ax) + (bx-ax)(cy-ay)
which correspond to the variables ua and ub defined in the code (check this too!)
Finally, once you have u and v you can check whether they are both between 0 and 1 and in that case return that there is intersection. Otherwise, there isn't.
For a given line the slope is
m=(y_end-y_start)/(x_end-x_start)
if two slopes are equal, the lines are parallel
m1=m1
(y1_end-y_start)/(x1_end-x1_start)=(y2_end-y2_start)/(x2_end-x2_start)
And this is equivalent to checking that the denominator is not zero,
Regarding the rest of the code, find the explanation on wikipedia under "Given two points on each line"

TI-BASIC (TI-84) Solving for the Sides of a Triangle

Could someone tell me if I've coded this correctly? This is my code for solving for the sides of a triangle given its perimeter, altitude, and angle (for the algebra see http://www.analyzemath.com/Geometry/challenge/triangle_per_alt_angle.html)
Prompt P
Prompt H
Prompt L [the angle]
(HP^2)/(2H(1+cos(L))+2Psin(L))→Y
(-P^2-2(1+cos(L))Y/(-2P)→Z
(Z+sqrt(Z^2-4Y))/2→N
[The same as above but Z-sqrt...]→R
If N>0
N→U
If R>0
R→U
Y/U→V
sqrt(U^2+V^2-2UVcos(L))→W
Disp U
Disp V
Disp W
Also, how would I fix this so that I can input angle = 90?
Also, in this code does it matter if the altitude is the one between b and c (refer to the website again)?
Thanks in advance
The code already works with L=90°.
Yes, the altitude must be the distance from point A to the base a between points B and C, forming a right-angle with that base. The derivation made that assumption, specifically with respect to the way it used h and a in the second area formula 1/2 h a. That exact formula would not apply if h was drawn differently.
The reason your second set of inputs resulted in a non-real answer is that sometimes a set of mathematical parameters can be inconsistent with each other and describe an impossible construct, and your P, h, and L values do exactly that. Specifically, they describe an impossible triangle.
Given an altitude h and angle L, the smallest perimeter P that can be achieved is an isosceles triangle split down the middle by h. With L=30, this would have perimeter P = a + b + c = 2h tan15 + h/cos15 + h/cos15, which, plugging in your h=3, results in P=7.819. You instead tried to use P=3+sqrt(3)=4.732. Try using various numbers less than 7.819 (plus a little; I've rounded here) and you'll see they all result in imaginary results. That's math telling you you're calculating something that cannot exist in reality.
If you fill in the missing close parenthesis between the Y and the / in line 5, then your code works perfectly.
I wrote the code slightly differently from you, here's what I did:
Prompt P
Prompt H
Prompt L
HP²/(2H(1+cos(L))+2Psin(L))→Y
(HP-Ysin(L))/H→Z
Z²-4Y→D
If D<0:Then
Disp "IMAGINARY"
Stop
End
(Z+√(D))/2→C
Y/C→B
P-(B+C)→A
Disp A
Disp B
Disp C
Edit: #Gabriel, there's nothing special (with respect to this question) about the angles 30-60-90; there is an infinite number of sets of P, h, and L inputs that describe such triangles. However, if you actually want to arrive at such triangles in the answer, you've actually changed the question; instead of just knowing one angle L plus P and h, you now know three angles (30-60-90) plus P and h. You've now over-specified the triangle, so that it is pretty well certain that a randomly generated set of inputs will describe an impossible triangle. As a contrived example, if you specified h as 0.0001 and P as 99999, then that's clearly impossible, because a triangle with a tiny altitude and fairly unextreme angles (which 30-60-90 are) cannot possibly achieve a perimeter many times its altitude.
If you want to start with just one of P or h, then you can derive equations to calculate all parameters of the triangle from the known P or h plus the knowledge of the 30-60-90 angles.
To give one example of this, if we assume that side a forms the base of the triangle between the 90° and 60° angles, then we have L=30 and (labelling the 60° angle as B) we have h=b, and you can get simple equations for all parameters:
P = a + h + c
sin60 = h/c
cos60 = a/c
=> P = c cos60 + c sin60 + c
P = c(cos60 + sin60 + 1)
c = P/(cos60 + sin60 + 1)
b = h = c sin60
a = c cos60
Plugging in P=100 we have
c = 100/(cos60 + sin60 + 1) = 42.265
b = h = 36.603
a = 21.132
If you plug in P=100, h=36.603, and L=30 into the code, you'll see you get these exact results.
Always optimize for speed, then size.
Further optimizing bgoldst's code:
Prompt P,H,L
HP²/(2H(1+cos(L))+2Psin(L
.5(Z+√((HP-sin(L)Ans)/H)²-4Ans
{Y/C→B,P-B-Ans,Ans

Reverse Interpolation

I have a class implementing an audio stream that can be read at varying speed (including reverse and fast varying / "scratching")... I use linear interpolation for the read part and everything works quite decently..
But now I want to implement writing to the stream at varying speed as well and that requires me to implement a kind of "reverse interpolation" i.e. Deduce the input sample vector Z that, interpolated with vector Y will produce the output X (which I'm trying to write)..
I've managed to do it for constant speeds, but generalising for varying speeds (e.g accelerating or decelerating) is proving more complicated..
I imagine this problem has been solved repeatedly, but I can't seem to find many clues online, so my specific question is if anyone has heard of this problem and can point me in the right direction (or, even better, show me a solution :)
Thanks!
I would not call it "reverse interpolation" as that does not exists (my first thought was you were talking about extrapolation!). What you are doing is still simply interpolation, just at an uneven rate.
Interpolation: finding a value between known values
Extrapolation: finding a value beyond known values
Interpolating to/from constant rates is indeed much much simpler than the generic quest of "finding a value between known values". I propose 2 solutions.
1) Interpolate to a significantly higher rate, and then just sub-sample to the nearest one (try adding dithering)
2) Solve the generic problem: for each point you need to use the neighboring N points and fit a order N-1 polynomial to them.
N=2 would be linear and would add overtones (C0 continuity)
N=3 could leave you with step changes at the halfway point between your source samples (perhaps worse overtones than N=2!)
N=4 will get you C1 continuity (slope will match as you change to the next sample), surely enough for your application.
Let me explain that last one.
For each output sample use the 2 previous and 2 following input samples. Call them S0 to S3 on a unit time scale (multiply by your sample period later), and you are interpolating from time 0 to 1. Y is your output and Y' is the slope.
Y will be calculated from this polynomial and its differential (slope)
Y(t) = At^3 + Bt^2 + Ct + D
Y'(t) = 3At^2 + 2Bt + C
The constraints (the values and slope at the endpoints on either side)
Y(0) = S1
Y'(0) = (S2-S0)/2
Y(1) = S2
Y'(1) = (S3-S1)/2
Expanding the polynomial
Y(0) = D
Y'(0) = C
Y(1) = A+B+C+D
Y'(1) = 3A+2B+C
Plugging in the Samples
D = S1
C = (S2-S0)/2
A + B = S2 - C - D
3A+2B = (S3-S1)/2 - C
The last 2 are a system of equations that are easily solvable. Subtract 2x the first from the second.
3A+2B - 2(A+B)= (S3-S1)/2 - C - 2(S2 - C - D)
A = (S3-S1)/2 + C - 2(S2 - D)
Then B is
B = S2 - A - C - D
Once you have A, B, C and D you can put in an time 't' in the polynomial to find a sample value between your known samples.
Repeat for every output sample, reuse A,B,C&D if the next output sample is still between the same 2 input samples. Calculating t each time is similar to Bresenham's line algorithm, you're just advancing by a different amount each time.

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