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class Vec3d { public: static double dot(const Vec3d& a, const Vec3d& b); }; int main() { // Main() Section 1 const Vec3d a(1.0,2.5,3.5); // double
class Vec3d { | |
public: | |
static double dot(const Vec3d& a, const Vec3d& b); | |
}; | |
int main() { | |
// Main() Section 1 | |
const Vec3d a(1.0,2.5,3.5); // double precision! | |
const Vec3d b(2.0); //(2,0,0) | |
const Vec3d c(2.0,3.5); //(2,3.5,0) | |
const Vec3d d; //(0,0,0) | |
// Main() Section 2 | |
const Vec3d e = a + d; // use friend | |
const Vec3d f = c - b; // use friend | |
const Vec3d g = -e; // use friend | |
// Main() Section 3 | |
double r = dot(e, f); // regular function e.x*f.x + e.y*f.y + e.z*f.z (friend) | |
double s = e.dot(f); // method | |
double t = Vec3d::dot(e,f); // static function | |
// Main() Section 4 | |
double x = e.mag(); // square root of sum of square | |
double y = e.magSq(); // sum of square | |
double z = e.dist(f); // sqrt or sum of square of diff | |
// Main() Section 5 | |
cout << "a: " << a << ' '; | |
cout << "b: " << b << ' '; | |
cout << "c: " << c << ' '; | |
cout << "d: " << d << ' '; | |
cout << "e: " << e << ' '; | |
cout << "f: " << f << ' '; | |
cout << "g: " << g << ' '; | |
cout << "r: " << r << ' '; | |
cout << "s: " << s << ' '; | |
cout << "x: " << x << ' '; | |
cout << "y: " << y << ' '; | |
cout << "z: " << z << ' '; | |
} | |
1, Please use C++ and write the code
2.
The main() function has been separated into several sections: Section 1: Create constructor/s to create the Vec3d objects. Section 2: Overload the three operators for vector math. Section 3: Compute the dot product as a function and as a method. Section 4: Create three methods to compute various vector properties. Section 5: Overload the << operator to output formatted Vec3d objects. Example format: (1.0,2.5,3.5)
3.
Things to remember: You should always think for each method, "Can I make this method readonly(const)?" For each line in main, think "What method would I have to write in the class to make this work?"
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