adding corrections for spelling and golint
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ecc870943e
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2
line.go
2
line.go
@ -10,7 +10,7 @@ type line struct {
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pt1, pt2 Point
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pt1, pt2 Point
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}
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}
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// determinants aids by calculating necesary values for performing
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// determinants aids by calculating necessary values for performing
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// calculations using the determinant of two points
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// calculations using the determinant of two points
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func determinants(l line) (float64, float64, float64) {
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func determinants(l line) (float64, float64, float64) {
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a := l.pt2.Y - l.pt1.Y
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a := l.pt2.Y - l.pt1.Y
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22
rectangle.go
22
rectangle.go
@ -70,17 +70,17 @@ func (r Rectangle) size() float64 {
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// pts[3] -- pts[1], and pts[3] -- pts[2]
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// pts[3] -- pts[1], and pts[3] -- pts[2]
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func (r Rectangle) inOrder() []Point {
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func (r Rectangle) inOrder() []Point {
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n1, n2 := r.neighbors(r.P1)
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n1, n2 := r.neighbors(r.P1)
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accross := &Point{}
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across := &Point{}
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if r.P2 != n1 || r.P2 != n2 {
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if r.P2 != n1 || r.P2 != n2 {
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accross = &r.P2
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across = &r.P2
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}
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}
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if r.P3 != n1 || r.P3 != n2 {
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if r.P3 != n1 || r.P3 != n2 {
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accross = &r.P3
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across = &r.P3
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}
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}
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if r.P4 != n1 || r.P4 != n2 {
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if r.P4 != n1 || r.P4 != n2 {
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accross = &r.P4
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across = &r.P4
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}
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}
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return []Point{r.P1, n1, n2, *accross}
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return []Point{r.P1, n1, n2, *across}
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}
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}
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// Adjacency detects whether two rectangles, r1, and r2, are adjacent.
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// Adjacency detects whether two rectangles, r1, and r2, are adjacent.
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@ -151,23 +151,23 @@ func Intersection(r1, r2 Rectangle) []Point {
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func sumOfTri(r Rectangle, p Point) bool {
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func sumOfTri(r Rectangle, p Point) bool {
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n1, n2 := r.neighbors(r.P1)
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n1, n2 := r.neighbors(r.P1)
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x1, x2 := Point{}, Point{}
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x1, x2 := Point{}, Point{}
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accross := &Point{}
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across := &Point{}
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if r.P2 != n1 || r.P2 != n2 {
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if r.P2 != n1 || r.P2 != n2 {
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accross = &r.P2
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across = &r.P2
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x1, x2 = r.neighbors(r.P2)
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x1, x2 = r.neighbors(r.P2)
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}
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}
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if r.P3 != n1 || r.P3 != n2 {
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if r.P3 != n1 || r.P3 != n2 {
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accross = &r.P3
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across = &r.P3
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x1, x2 = r.neighbors(r.P3)
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x1, x2 = r.neighbors(r.P3)
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}
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}
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if r.P4 != n1 || r.P4 != n2 {
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if r.P4 != n1 || r.P4 != n2 {
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accross = &r.P4
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across = &r.P4
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x1, x2 = r.neighbors(r.P4)
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x1, x2 = r.neighbors(r.P4)
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}
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}
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sumTri := sizeTriangle(r.P1, n1, p) +
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sumTri := sizeTriangle(r.P1, n1, p) +
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sizeTriangle(r.P1, n2, p) +
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sizeTriangle(r.P1, n2, p) +
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sizeTriangle(*accross, x1, p) +
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sizeTriangle(*across, x1, p) +
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sizeTriangle(*accross, x2, p)
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sizeTriangle(*across, x2, p)
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if math.Abs(r.size()-sumTri) < ɛ {
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if math.Abs(r.size()-sumTri) < ɛ {
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return true
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return true
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}
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}
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@ -179,7 +179,7 @@ func TestIntersection(t *testing.T) {
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)
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)
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continue
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continue
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}
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}
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for i, _ := range actual {
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for i := range actual {
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if actual[i] != rt.expected[i] {
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if actual[i] != rt.expected[i] {
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t.Errorf(
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t.Errorf(
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"failed intersection:\n\texpected: %v\n\t actual: %v",
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"failed intersection:\n\texpected: %v\n\t actual: %v",
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