How to resolve the algorithm Galton box animation step by step in the Elm programming language
How to resolve the algorithm Galton box animation step by step in the Elm programming language
Table of Contents
Problem Statement
A Galton device Sir Francis Galton's device is also known as a bean machine, a Galton Board, or a quincunx.
In a Galton box, there are a set of pins arranged in a triangular pattern. A number of balls are dropped so that they fall in line with the top pin, deflecting to the left or the right of the pin. The ball continues to fall to the left or right of lower pins before arriving at one of the collection points between and to the sides of the bottom row of pins. Eventually the balls are collected into bins at the bottom (as shown in the image), the ball column heights in the bins approximate a bell curve. Overlaying Pascal's triangle onto the pins shows the number of different paths that can be taken to get to each bin.
Generate an animated simulation of a Galton device.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Galton box animation step by step in the Elm programming language
Source code in the elm programming language
import Html.App exposing (program)
import Time exposing (Time, every, millisecond)
import Color exposing (Color, black, red, blue, green)
import Collage exposing (collage)
import Collage exposing (collage,polygon, filled, move, Form, circle)
import Element exposing (toHtml)
import Html exposing (Attribute, Html, text, div, input, button)
import Html.Attributes as A exposing (type', min, placeholder, value, style, disabled)
import Html.Events exposing (onInput, targetValue, onClick)
import Dict exposing (Dict, get, insert)
import String exposing (toInt)
import Result exposing (withDefault)
import Random.Pcg as Random exposing (Seed, bool, initialSeed, independentSeed, step, map)
width = 500
height = 600
hscale = 10.0
vscale = hscale * 2
margin = 30
levelCount = 12
radius = hscale/ 2.0
type State = InBox Int Int Seed | Falling Int Float Float Float | Landed Int Float
type Coin = Coin State Color
colorCycle : Int -> Color
colorCycle i =
case i % 3 of
0 -> red
1 -> blue
_ -> green
initCoin : Int -> Seed -> Coin
initCoin indx seed = Coin (InBox 0 0 seed) (colorCycle indx)
drawCoin : Coin -> Form
drawCoin (Coin state color) =
let dropLevel = toFloat (height//2 - margin)
(level, shift, distance) =
case state of
InBox level shift seed -> (level, shift, 0)
Falling shift distance _ _-> (levelCount, shift, distance)
Landed shift distance -> (levelCount, shift, distance)
position =
( hscale * toFloat shift
, dropLevel - vscale * (toFloat level) - distance + radius / 2.0)
in radius |> circle |> filled color |> move position
drawGaltonBox : List Form
drawGaltonBox =
let levels = [0..levelCount-1]
-- doubles :
-- [0,2,4,6,8...]
doubles = List.map (\n -> 2 * n) levels
-- sequences :
-- [[0], [0,2], [0,2,4], [0,2,4,6], [0,2,4,6,8],...]
sequences = case List.tail (List.scanl (::) [] (doubles)) of
Nothing -> []
Just ls -> ls
-- galtonCoords :
-- [ (0,0),
-- (-1,1), (1,1),
-- (-2,2), (0,2), (2,2),
-- (-3,3), (-1,3), (1,3), (3,3),
-- (-4,4), (-2,4), (0,4), (2,4), (4,4), ...]
galtonCoords =
List.map2
(\ls level -> List.map (\n -> (n - level, level)) ls)
sequences
levels
|> List.concat
peg = polygon [(0,0), (-4, -8), (4, -8)] |> filled black
apex = toFloat (height//2 - margin)
in List.map (\(x,y) -> move (hscale*toFloat x, apex - vscale*toFloat y) peg) galtonCoords
coinsInBin : Int -> Dict Int Int -> Int
coinsInBin binNumber bins =
case get binNumber bins of
Nothing -> 0
Just n -> n
addToBins : Int -> Dict Int Int -> Dict Int Int
addToBins binNumber bins =
insert binNumber (coinsInBin binNumber bins + 1) bins
updateCoin : (Coin, Dict Int Int) -> (Coin, Dict Int Int)
updateCoin (Coin state color as coin, bins) =
case state of
InBox level shift seed ->
let deltaShift = map (\b -> if b then 1 else -1) bool
(delta, newSeed) = step deltaShift seed
newShift = shift+delta
newLevel = (level)+1
in if (newLevel < levelCount) then
(Coin (InBox newLevel newShift newSeed) color, bins)
else -- transition to falling
let maxDrop = toFloat (height - 2 * margin) - toFloat (levelCount) * vscale
floor = maxDrop - toFloat (coinsInBin newShift bins) * (radius*2 + 1)
in (Coin (Falling newShift -((vscale)/2.0) 10 floor) color, addToBins newShift bins)
Falling shift distance velocity floor ->
let newDistance = distance + velocity
in if (newDistance < floor) then
(Coin (Falling shift newDistance (velocity + 1) floor) color, bins)
else -- transtion to landed
(Coin (Landed shift floor) color, bins)
Landed _ _ -> (coin, bins) -- unchanged
type alias Model =
{ coins : List Coin
, bins : Dict Int Int
, count : Int
, started : Bool
, seedInitialized : Bool
, seed : Seed
}
init : (Model, Cmd Msg)
init =
( { coins = []
, bins = Dict.empty
, count = 0
, started = False
, seedInitialized = False
, seed = initialSeed 45 -- This will not get used. Actual seed used is time dependent and set when the first coin drops.
}, Cmd.none)
type Msg = Drop Time | Tick Time | SetCount String | Go
update : Msg -> Model -> (Model, Cmd Msg)
update action model =
case action of
Go ->
({model | started = model.count > 0}, Cmd.none)
SetCount countString ->
({ model | count = toInt countString |> withDefault 0 }, Cmd.none)
Drop t ->
if (model.started && model.count > 0) then
let newcount = model.count - 1
seed' = if model.seedInitialized then model.seed else initialSeed (truncate t)
(seed'', coinSeed) = step independentSeed seed'
in ({ model
| coins = initCoin (truncate t) coinSeed :: model.coins
, count = newcount
, started = newcount > 0
, seedInitialized = True
, seed = seed''}, Cmd.none)
else
(model, Cmd.none)
Tick _ ->
-- foldr to execute update, append to coins, replace bins
let (updatedCoins, updatedBins) =
List.foldr (\coin (coinList, bins) ->
let (updatedCoin, updatedBins) = updateCoin (coin, bins)
in (updatedCoin :: coinList, updatedBins))
([], model.bins)
model.coins
in ({ model | coins = updatedCoins, bins = updatedBins}, Cmd.none)
view : Model -> Html Msg
view model =
div []
[ input
[ placeholder "How many?"
, let showString = if model.count > 0 then model.count |> toString else ""
in value showString
, onInput SetCount
, disabled model.started
, style [ ("height", "20px") ]
, type' "number"
, A.min "1"
]
[]
, button
[ onClick Go
, disabled model.started
, style [ ("height", "20px") ]
]
[ Html.text "GO!" ]
, let coinForms = (List.map (drawCoin) model.coins)
in collage width height (coinForms ++ drawGaltonBox) |> toHtml
]
subscriptions model =
Sub.batch
[ every (40*millisecond) Tick
, every (200*millisecond) Drop
]
main =
program
{ init = init
, view = view
, update = update
, subscriptions = subscriptions
}
You may also check:How to resolve the algorithm Quickselect algorithm step by step in the Julia programming language
You may also check:How to resolve the algorithm 100 doors step by step in the DCL programming language
You may also check:How to resolve the algorithm Draw a pixel step by step in the V (Vlang) programming language
You may also check:How to resolve the algorithm Sum of squares step by step in the Groovy programming language
You may also check:How to resolve the algorithm Memory layout of a data structure step by step in the C/C++ programming language