Coding in SAS using dynamically changing variable - sas

I have a co-variance matrix of variables like this: The values are mirror image across diagonal line. Therefore below diagonal or upper diagonal can be made null for convenience. This is variance-co-variance matrix of the coefficients of a linear regression.
Obs Intercept length diameter height weight_w weight_s
1 0.15510 -0.29969 -0.05904 -0.20594 0.07497 -0.00168
2 -0.29969 3.46991 -3.50836 -0.01703 -0.04841 -0.14048
3 -0.05904 -3.50836 5.08407 -0.82108 -0.13027 0.10732
4 -0.20594 -0.01703 -0.82108 4.89589 -0.29959 0.30447
5 0.07497 -0.04841 -0.13027 -0.29959 0.13787 -0.18763
6 -0.00168 -0.14048 0.10732 0.30447 -0.18763 0.40414
Where Obs 1 – 6 represent Intercept, and five variables length, diameter, height, weight_w, weight_s. Diagonal values are variances. Rest are co-variances between variables and variables and intercept.
I want to create a formula, where number of variables can change and user can input those as parameters. Based on number of variables formula should dynamically expand or contract and calculate result. The formula for five variables will be like this: C1,C2, ...C5 are constant that comes with five variables from outside. These are beta co-efficient of a linear regression. These will vary based on number of variables.
0.15+(C1)^2 * 3.46 + (C2)^2 * 5.08 + (C3)^2 * 4.89 + (C4)^2*0.13 + (C5)^2*0.40 -- Covers all variances
+2*C1*-0.29 + 2*C2*-0.05 + 2*C3*-0.20 + 2*C4*-0.07 + 2*C5*-0.001 -- covers co-variance of all variables with intercept
+2*C1*C2*-3.50 + 2*C1*C3*-0.01 + 2*C1*C4*-0.04 + 2*C1*C5*-0.14 --covers co-variance of “length” with other leftover (minus intercept) variables
+2*C2*C3*-0.82+ 2*C2*C4*-0.13 + 2*C2*C5*0.10 -- covers co-variance of “diameter” with leftover variables
+2*C3*C4*-0.29+ 2*C3*C5*0.30 -- covers co-variance of “height” with leftovers
+2*C4*C5*-0.18 -- covers co-variance of weight_w & weight_s
Those five constants, matching to five variables, are inserted from outside. Rest are coming from co-variance matrix. In the co-variance matrix table the diagonal values are variances of those variables. Rest are co-variances. In the formula, you can see that where there are variances I have taken square of constants (Cs). Where there are co-variance, of two variables involved, the respective constants (Cs) multiple. Intercept is another term that comes with these variables. But intercept doesn't have any "C".
For two variables the co-variance matrix will be like this: Intercept will be there too.
Obs Intercept GRE GPA
1 1.15582 -.000281894 -0.28256
2 -0.00028 0.000001118 -0.00011
3 -0.28256 -.000114482 0.10213
Formula for calculation:
1.15582+(C1)^2 * 0.000001118 + (C2)^2 * 0.10213 -- Covers all variances on diagonal line
+2*C1*-.000281894 + 2*C2*-0.28256 -- covers co-variance of all variables with intercept
+2*C1*C2*-0.00011 -- covers co-variance between variable GRE & GPA

Related

Given n points, how can I find the number of points with given distance

I have an input of n unique points (X,Y) that are between 0 and 2^32 inclusive. The coordinates are integers.
I need to create an algorithm that finds the number of pairs of points with a distance of exactly 2018.
I have thought of checking with every other point but it would be O(n^2) and I have to make it more efficient. I also thought of using a set or a vector and sort it using a comparator based on the distance with the origin point but it wouldn't help at all.
So how can I do it efficiently?
There is one Pythagorean triple with the hypotenuse of 2018: 11182+16802=20182.
Since all coordinates are integers, the only possible differences between the coordinates (both X an Y) of the two points are 0, 1118, 1680, and 2018.
Finding all pairs of points with a given difference between X (or Y) coordinates is a simple n log n operation.
Numbers other than 2018 might need a bit more work because they might be members of more than one Pythagorean triple (for example 2015 is a hypotenuse of 3 triples). If the number is not given as a constant, but provided at run time, you will have to generate all triples with this hypotenuse. This may require some sqrt(N) effort (N is the hypotenuse, not the number of points). One can find a recipe on the math stackexchange, e.g. here (there are many others).
You could try using a Quadtree. First you start sorting your points into the quadtree. You should specify a lower limit for the cell size of e.g. 2048 wich is a power of 2. Then iterate though the points and calculate distances to the points in the same cell and to the points in adjacent cells. That way you should be able to decrease the number of distance calculations drastically.
The main difficulty will probably be implementing the tree structure. You also have to find a way to find adjacent cells (you must include the possibility to traverse upwards in the tree)
The complexity of this is probably O(n*log(n)) in the best case but don't pin me down on that.
One additional word on the distance calculation: You are probably much faster if you don't do
dx = p1x - p2x;
dy = p1y - p2y;
if ( sqrt(dx*dx + dy*dy) == 2018 ) {
...
}
but
dx = p1x - p2x;
dy = p1y - p2y;
if ( dx*dx + dy*dy == 2018*2018 ) {
...
}
Squaring is faster than taking the sqare root. So just compare the square of the distance with the square of 2018.

OutPut of Map Reduce

Final output of Map Reducer is the combination of individual Reducers output.
For example if we have 3 reducers giving different output. Then final output of Map Reduce would be the combination of all 3 reducers output.
Is that True ?
To answer this question, I would take an example of a MapReduce algorithm used to compute / estimate the numerical value of PI.
Assume there is a circle inscribed inside a square of 1 unit.
A map/reduce program estimates the value of pi using a quasi-Monte Carlo method.
The task between the Mapper and Reducer is defined as below:
Mapper:
Generate points in a unit square.
Count the points inside / outside of the inscribed circle of the square.
Reducer:
Accumulate points inside / outside results from the mapper.
Since the side of square is 1 unit, the area of the circle and the area of the square would be PI / 4 units (using area = PI * r * r) and 1 units (using area = a * a) respectively.
Let numTotal = numInside (number of points inside the circle) + numOutside (number of points outside the circle).
(Area of the circle) / (Area of the square) = numInside / numTotal (Since the circle is inscribed inside the square).
Therefore, numInside / numTotal = PI / 4
Hence, the value of PI = 4 * numInside / numTotal
Since many reducers may be responsible for accumulating the points inside / outside resulting from the mappers, their work is additive and hence the output is a combination of all the reducers involved.
Another example to this would be the word count in each file. I'd suggest you explore more about this from here and here.

Finds the optimal cross-validated L1-penalty for a given L2-penalty

I have a list of vectors (each vector is a variable) which values can be 0 or 1, and this values represent the coefficient (a1, a2, ...) of my models:
y = x1 * a1 + x2 * a2 ...
I need to use cross-validation to build a Poisson regression model that balances model fit with complexity by pushing variable coefficients towards zero; in order to reduce the large set of variables to a smaller set of variables with non-zero coefficients.
I know that this result can be obtained with the penalized R package, but I am wondering if it could be done by using any C++ library.

C++: Finding all combinations of array items divisable to two groups

I believe this is more of an algorithmic question but I also want to do this in C++.
Let me illustrate the question with an example.
Suppose I have N number of objects (not programming objects), each with different weights. And I have two vehicles to carry them. The vehicles are big enough to carry all the objects by each. These two vehicles have their own mileage and different levels of fuel in the tank. And also the mileage depends on the weight it carries.
The objective is to bring these N objects as far as possible. So I need to distribute the N objects in a certain way between the two vehicles. Note that I do not need to bring them the 'same' distance, but rather as far as possible. So example, I want the two vehicles to go 5km and 6 km, rather than one going 2km and other going 7km.
I cannot think of a theoretical closed-form calculation to determine which weights to be loaded in to each vehicle. because remember that I need to carry all the N objects which is a fixed value.
So as far as I can think, I need to try all the combinations.
Could someone advice of an efficient algorithm to try all the combinations?
For example I would have the following:
int weights[5] = {1,4,2,7,5}; // can be more values than 5
float vehicelONEMileage(int totalWeight);
float vehicleTWOMileage(int totalWeight);
How could I efficiently try all the combinations of weights[] with the two functions?
Thw two functions can be assumed as linear functions. I.e. the return value of the two mileage functions are linear functions with (different) negative slopes and (different) offsets.
So what I need to find is something like:
MAX(MIN(vehicleONEMileage(x), vehicleTWOMileage(sum(weights) - x)));
Thank you.
This should be on the cs or the math site.
Simplification: Instead of an array of objects, let's say we can distribute weight linearly.
The function we want to optimize is the minimum of both travel distances. Finding the maximum of the minimum is the same as finding the maximum of the product (Without proof. But to see this, think of the relationship between perimeter and area of rectangles. The rectangle with the biggest area given a perimeter is a square, which also happens to have the largest minimum side length).
In the following, we will scale the sum of all weights to 1. So, a distribution like (0.7, 0.3) means that 70% of all weights is loaded on vehicle 1. Let's call the load of vehicle 1 x and the load of vehicle 1-x.
Given the two linear functions f = a x + b and g = c x + d, where f is the mileage of vehicle 1 when loaded with weight x, and g the same for vehicle 2, we want to maximize
(a*x+b)*(c*(1-x)+d)
Let's ask Wolfram Alpha to do the hard work for us: www.wolframalpha.com/input/?i=derive+%28%28a*x%2Bb%29*%28c*%281-x%29%2Bd%29%29
It tells us that there is an extremum at
x_opt = (a * c + a * d - b * c) / (2 * a * c)
That's all you need to solve your problem efficiently.
The complete algorithm:
find a, b, c, d
b = vehicleONEMileage(0)
a = (vehicleONEMileage(1) - b) * sum_of_all_weights
same for c and d
calculate x_opt as above.
if x_opt < 0, load all weight onto vehicle 2
if x_opt > 1, load all weight onto vehicle 1
else, try to load tgt_load = x_opt*sum_of_all_weights onto vehicle 1, the rest onto vehicle 2.
The rest is a knapsack problem. See http://en.wikipedia.org/wiki/Knapsack_problem#0.2F1_Knapsack_Problem
How to apply this? Use the dynamic programming algorithm described there twice.
for maximizing a load up to tgt_load
for maximizing a load up to (sum_of_all_weights - tgt_load)
The first one, if loaded onto vehicle one, gives you a distribution with slightly less then expected on vehicle one.
The second one, if loaded onto vehicle two, gives you a distribution with slightly more than expected on vehicle two.
One of those is the best solution. Compare them and use the better one.
I leave the C++ part to you. ;-)
I can suggest the following solution:
The total number of combinations is 2^(number of weights). Using a bit logic we can loop through the all combinations and calculate maxDistance. Bits in the combination value show which weight goes to which vehicle.
Note that algorithm complexity is exponential and int has a limited number of bits!
float maxDistance = 0.f;
for (int combination = 0; combination < (1 << ARRAYSIZE(weights)); ++combination)
{
int weightForVehicleONE = 0;
int weightForVehicleTWO = 0;
for (int i = 0; i < ARRAYSIZE(weights); ++i)
{
if (combination & (1 << i)) // bit is set to 1 and goes to vechicleTWO
{
weightForVehicleTWO += weights[i];
}
else // bit is set to 0 and goes to vechicleONE
{
weightForVehicleONE += weights[i];
}
}
maxDistance = max(maxDistance, min(vehicelONEMileage(weightForVehicleONE), vehicleTWOMileage(weightForVehicleTWO)));
}

Fastest way to calculate cubic bezier curves?

Right now I calculate it like this:
double dx1 = a.RightHandle.x - a.UserPoint.x;
double dy1 = a.RightHandle.y - a.UserPoint.y;
double dx2 = b.LeftHandle.x - a.RightHandle.x;
double dy2 = b.LeftHandle.y - a.RightHandle.y;
double dx3 = b.UserPoint.x - b.LeftHandle.x;
double dy3 = b.UserPoint.y - b.LeftHandle.y;
float len = sqrt(dx1 * dx1 + dy1 * dy1) +
sqrt(dx2 * dx2 + dy2 * dy2) +
sqrt(dx3 * dx3 + dy3 * dy3);
int NUM_STEPS = int(len * 0.05);
if(NUM_STEPS > 55)
{
NUM_STEPS = 55;
}
double subdiv_step = 1.0 / (NUM_STEPS + 1);
double subdiv_step2 = subdiv_step*subdiv_step;
double subdiv_step3 = subdiv_step*subdiv_step*subdiv_step;
double pre1 = 3.0 * subdiv_step;
double pre2 = 3.0 * subdiv_step2;
double pre4 = 6.0 * subdiv_step2;
double pre5 = 6.0 * subdiv_step3;
double tmp1x = a.UserPoint.x - a.RightHandle.x * 2.0 + b.LeftHandle.x;
double tmp1y = a.UserPoint.y - a.RightHandle.y * 2.0 + b.LeftHandle.y;
double tmp2x = (a.RightHandle.x - b.LeftHandle.x)*3.0 - a.UserPoint.x + b.UserPoint.x;
double tmp2y = (a.RightHandle.y - b.LeftHandle.y)*3.0 - a.UserPoint.y + b.UserPoint.y;
double fx = a.UserPoint.x;
double fy = a.UserPoint.y;
//a user
//a right
//b left
//b user
double dfx = (a.RightHandle.x - a.UserPoint.x)*pre1 + tmp1x*pre2 + tmp2x*subdiv_step3;
double dfy = (a.RightHandle.y - a.UserPoint.y)*pre1 + tmp1y*pre2 + tmp2y*subdiv_step3;
double ddfx = tmp1x*pre4 + tmp2x*pre5;
double ddfy = tmp1y*pre4 + tmp2y*pre5;
double dddfx = tmp2x*pre5;
double dddfy = tmp2y*pre5;
int step = NUM_STEPS;
while(step--)
{
fx += dfx;
fy += dfy;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
temp[0] = fx;
temp[1] = fy;
Contour[currentcontour].DrawingPoints.push_back(temp);
}
temp[0] = (GLdouble)b.UserPoint.x;
temp[1] = (GLdouble)b.UserPoint.y;
Contour[currentcontour].DrawingPoints.push_back(temp);
I'm wondering if there is a faster way to interpolate cubic beziers?
Thanks
Look into forward differencing for a faster method. Care must be taken to deal with rounding errors.
The adaptive subdivision method, with some checks, can be fast and accurate.
There is another point that is also very important, which is that you are approximating your curve using a lot of fixed-length straight-line segments. This is inefficient in areas where your curve is nearly straight, and can lead to a nasty angular poly-line where the curve is very curvy. There is not a simple compromise that will work for high and low curvatures.
To get around this is you can dynamically subdivide the curve (e.g. split it into two pieces at the half-way point and then see if the two line segments are within a reasonable distance of the curve. If a segment is a good fit for the curve, stop there; if it is not, then subdivide it in the same way and repeat). You have to be careful to subdivide it enough that you don't miss any localised (small) features when sampling the curve in this way.
This will not always draw your curve "faster", but it will guarantee that it always looks good while using the minimum number of line segments necessary to achieve that quality.
Once you are drawing the curve "well", you can then look at how to make the necessary calculations "faster".
Actually you should continue splitting until the two lines joining points on curve (end nodes) and their farthest control points are "flat enough":
- either fully aligned or
- their intersection is at a position whose "square distance" from both end nodes is below one half "square pixel") - note that you don't need to compute the actual distance, as it would require computing a square root, which is slow)
When you reach this situation, ignore the control points and join the two end-points with a straight segment.
This is faster, because rapidly you'll get straight segments that can be drawn directly as if they were straight lines, using the classic Bresenham algorithm.
Note: you should take into account the fractional bits of the endpoints to properly set the initial value of the error variable accumulating differences and used by the incremental Bresenham algorithm, in order to get better results (notably when the final segment to draw is very near from the horizontal or vertical or from the two diagonals); otherwise you'll get visible artefacts.
The classic Bresenham algorithm to draw lines between points that are aligned on an integer grid initializes this error variable to zero for the position of the first end node. But a minor modification of the Bresenham algorithm scales up the two distances variables and the error value simply by a constant power of two, before using the 0/+1 increments for the x or y variable which remain unscaled.
The high order bits of the error variable also allows you compute an alpha value that can be used to draw two stacked pixels with the correct alpha-shading. In most cases, your images will be using 8-bit color planes at most, so you will not need more that 8 bits of extra precision for the error value, and the upscaling can be limited to the factor of 256: you can use it to draw "smooth" lines.
But you could limit yourself to the scaling factor of 16 (four bits): typical bitmap images you have to draw are not extremely wide and their resolution is far below +/- 2 billions (the limit of a signed 32-bit integer): when you scale up the coordinates by a factor of 16, it will remain 28 bits to work with, but you should already have "clipped" the geometry to the view area of your bitmap to render, and the error variable of the Bresenham algorithm will remain below 56 bits in all cases and will still fit in a 64-bit integer.
If your error variable is 32-bit, you must limit the scaled coordinates below 2^15 (not more than 15 bits) for the worst case (otherwise the test of the sign of the error varaible used by Bresenham will not work due to integer overflow in the worst case), and with the upscaling factor of 16 (4 bits) you'll be limited to draw images not larger than 11 bits in width or height, i.e. 2048x2048 images.
But if your draw area is effectively below 2048x2048 pixels, there's no problem to draw lined smoothed by 16 alpha-shaded values of the draw color (to draw alpha-shaded pixels, you need to read the orignal pixel value in the image before mixing the alpha-shaded color, unless the computed shade is 0% for the first staked pixel that you don't need to draw, and 100% for the second stacked pixel that you can overwrite directly with the plain draw color)
If your computed image also includes an alpha-channel, your draw color can also have its own alpha value that you'll need to shade and combine with the alpha value of the pixels to draw. But you don't need any intermediate buffer just for the line to draw because you can draw directly in the target buffer.
With the error variable used by the Bresenham algorithm, there's no problem at all caused by rounding errors because they are taken into account by this variable. So set its initial value properly (the alternative, by simply scaling up all coordinates by a factor of 16 before starting subdividing recursively the spline is 16 times slower in the Bresenham algorithm itself).
Note how "flat enough" can be calculated. "Flatness" is a mesure of the minimum absolute angle (between 0 and 180°) between two sucessive segment but you don't need to compute the actual angle because this flatness is also equivalent to setting a minimum value to the cosine of their relative angle.
That cosine value also does not need to be computed directly because all you need is in fact the vector product of the two vectors and compare it with the square of the maximum of their length.
Note also that the "square of the cosine" is also "one minus the square of the sine". A maximum square cosine value is also a minimum square sine value... Now you know which kind of "vector product" to use: the fastest and simplest to compute is the scalar product, whose square is proportional to the square sine of the two vectors and to the product of square lengths of both vectors.
So checking if the curve is "flat enough" is simple: compute a ratio between two scalar products and see if this ratio is below the "flatness" constant value (of the minimum square sine). There's no division by zero because you'll determine which of the two vectors is the longest, and if this one has a square length below 1/4, your curve is already flat enough for the rendering resolution; otherwise check this ratio between the longest and the shortest vector (formed by the crossing diagonals of the convex hull containing the end points and control points):
with quadratic beziers, the convex hull is a triangle and you choose two pairs
with cubic beziers, the convex hull is a 4-sides convex polygon and the diagonals may either join an end point with one of the two control points, or join together the two end-points and the two control points and you have six possibilities
Use the combination giving the maximum length for the first vector between the 1st end-point and one of the three other points, the second vector joining two other points):
Al you need is to determine the "minimum square length" of the segments starting with one end-point or control-point to the next control-point or end-point in the sequence. (in a quadratic Bezier you just compare two segments, with a quadratic Bezier, you check 3 segments)
If this "minimum square length" is below 1/4 you can stop there, the curve is "flat enough".
Then determine the "maximum square length" of the segments starting with one end-point to any one of the other end-point or control-point (with a quadratic Bezier you can safely use the same 2 segments as above, with a cubic Bezier you discard one of the 3 segments used above joining the 2 control-points, but you add the segment joining the two end-nodes).
Then check that the "minimum square length" is lower than the product of the constant "flatness" (minimum square sine) times the "maximum square length" (if so the curve is "flat enough".
In both cases, when your curve is "flat enough", you just need to draw the segment joining the two end-points. Otherwise you split the spline recursively.
You may include a limit to the recursion, but in practice it will never be reached unless the convex hull of the curve covers a very large area in a very large draw area; even with 32 levels of recusions, it will never explode in a rectangular draw area whose diagonal is shorter than 2^32 pixels (the limit would be reached only if you are splitting a "virtual Bezier" in a virtually infinite space with floating-point coordinates but you don't intend to draw it directly, because you won't have the 1/2 pixel limitation in such space, and only if you have set an extreme value for the "flatness" such that your "minimum square sine" constant parameter is 1/2^32 or lower).