Monte Carlo Pi Animation The Next CEO of Stack Overflow

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Monte Carlo Pi Animation



The Next CEO of Stack Overflow










0












$begingroup$


I have created a program that calculates pi using a Monte Carlo method. It also animates the process and displays the value as it is updated to show how it gets closer and closer to the actual value as more time passes. It is made with HTML canvas. I would like some feedback on my program.






"use strict";


function hypot(a, b)
return Math.sqrt(a * a + b * b);


function randInt(min, max)
return Math.floor(Math.random() * (max - min)) + min


class Circle
constructor(x, y, r)
this.x = x;
this.y = y;
this.r = r;


draw()
ctx.strokeStyle = "#000";
ctx.lineWidth = "5px";
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
ctx.stroke();


collidePoint(pt)
var dx = this.x - pt.x;
var dy = this.y - pt.y;
return hypot(dx, dy) <= this.r;



class Point
constructor(x, y)
this.x = x;
this.y = y;


draw()
ctx.fillStyle = "rgba(0, 0, 0, 16)";
ctx.fillRect(this.x, this.y, 1, 1);




const canvas = document.getElementById("disp");
const ctx = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var width = parseInt(canvas.width);
var height = parseInt(canvas.height);
var trys = 0;
var lands = 0;
var area = width * height;
var points = [];
var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
setInterval(step, 10);

function drawAll()
ctx.clearRect(0, 0, width, height);
ball.draw();
points.forEach((point) =>
point.draw();
);


function step()
drawAll();
var pnt = new Point(randInt(0, width), randInt(0, height));
trys++;
if (ball.collidePoint(pnt))
lands++;

var prob = lands / trys;
var pi = (prob * area) / Math.pow(ball.r, 2);
document.getElementById("out").innerText = pi.toString();
points.push(pnt);

html, body 
height: 100%;
overflow: hidden;


#disp
width: 100vw;
height: 100vh;
margin: 0;


#box
position: absolute;
z-index: 1;
width: 200px;
height: 20px;
left: 5%;
top: 5%;
background-color: whitesmoke;

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>Monte Carlo Pi</title>
<link href="style.css" rel="stylesheet" type="text/css" />
</head>
<body>
<canvas id="disp"></canvas>
<span id="box">Pi ≈ <span id="out"></span></span>
<script src="script.js"></script>
</body>
</html>











share









$endgroup$
















    0












    $begingroup$


    I have created a program that calculates pi using a Monte Carlo method. It also animates the process and displays the value as it is updated to show how it gets closer and closer to the actual value as more time passes. It is made with HTML canvas. I would like some feedback on my program.






    "use strict";


    function hypot(a, b)
    return Math.sqrt(a * a + b * b);


    function randInt(min, max)
    return Math.floor(Math.random() * (max - min)) + min


    class Circle
    constructor(x, y, r)
    this.x = x;
    this.y = y;
    this.r = r;


    draw()
    ctx.strokeStyle = "#000";
    ctx.lineWidth = "5px";
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
    ctx.stroke();


    collidePoint(pt)
    var dx = this.x - pt.x;
    var dy = this.y - pt.y;
    return hypot(dx, dy) <= this.r;



    class Point
    constructor(x, y)
    this.x = x;
    this.y = y;


    draw()
    ctx.fillStyle = "rgba(0, 0, 0, 16)";
    ctx.fillRect(this.x, this.y, 1, 1);




    const canvas = document.getElementById("disp");
    const ctx = canvas.getContext("2d");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    var width = parseInt(canvas.width);
    var height = parseInt(canvas.height);
    var trys = 0;
    var lands = 0;
    var area = width * height;
    var points = [];
    var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
    setInterval(step, 10);

    function drawAll()
    ctx.clearRect(0, 0, width, height);
    ball.draw();
    points.forEach((point) =>
    point.draw();
    );


    function step()
    drawAll();
    var pnt = new Point(randInt(0, width), randInt(0, height));
    trys++;
    if (ball.collidePoint(pnt))
    lands++;

    var prob = lands / trys;
    var pi = (prob * area) / Math.pow(ball.r, 2);
    document.getElementById("out").innerText = pi.toString();
    points.push(pnt);

    html, body 
    height: 100%;
    overflow: hidden;


    #disp
    width: 100vw;
    height: 100vh;
    margin: 0;


    #box
    position: absolute;
    z-index: 1;
    width: 200px;
    height: 20px;
    left: 5%;
    top: 5%;
    background-color: whitesmoke;

    <!DOCTYPE html>
    <html>
    <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width">
    <title>Monte Carlo Pi</title>
    <link href="style.css" rel="stylesheet" type="text/css" />
    </head>
    <body>
    <canvas id="disp"></canvas>
    <span id="box">Pi ≈ <span id="out"></span></span>
    <script src="script.js"></script>
    </body>
    </html>











    share









    $endgroup$














      0












      0








      0





      $begingroup$


      I have created a program that calculates pi using a Monte Carlo method. It also animates the process and displays the value as it is updated to show how it gets closer and closer to the actual value as more time passes. It is made with HTML canvas. I would like some feedback on my program.






      "use strict";


      function hypot(a, b)
      return Math.sqrt(a * a + b * b);


      function randInt(min, max)
      return Math.floor(Math.random() * (max - min)) + min


      class Circle
      constructor(x, y, r)
      this.x = x;
      this.y = y;
      this.r = r;


      draw()
      ctx.strokeStyle = "#000";
      ctx.lineWidth = "5px";
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
      ctx.stroke();


      collidePoint(pt)
      var dx = this.x - pt.x;
      var dy = this.y - pt.y;
      return hypot(dx, dy) <= this.r;



      class Point
      constructor(x, y)
      this.x = x;
      this.y = y;


      draw()
      ctx.fillStyle = "rgba(0, 0, 0, 16)";
      ctx.fillRect(this.x, this.y, 1, 1);




      const canvas = document.getElementById("disp");
      const ctx = canvas.getContext("2d");
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      var width = parseInt(canvas.width);
      var height = parseInt(canvas.height);
      var trys = 0;
      var lands = 0;
      var area = width * height;
      var points = [];
      var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
      setInterval(step, 10);

      function drawAll()
      ctx.clearRect(0, 0, width, height);
      ball.draw();
      points.forEach((point) =>
      point.draw();
      );


      function step()
      drawAll();
      var pnt = new Point(randInt(0, width), randInt(0, height));
      trys++;
      if (ball.collidePoint(pnt))
      lands++;

      var prob = lands / trys;
      var pi = (prob * area) / Math.pow(ball.r, 2);
      document.getElementById("out").innerText = pi.toString();
      points.push(pnt);

      html, body 
      height: 100%;
      overflow: hidden;


      #disp
      width: 100vw;
      height: 100vh;
      margin: 0;


      #box
      position: absolute;
      z-index: 1;
      width: 200px;
      height: 20px;
      left: 5%;
      top: 5%;
      background-color: whitesmoke;

      <!DOCTYPE html>
      <html>
      <head>
      <meta charset="utf-8">
      <meta name="viewport" content="width=device-width">
      <title>Monte Carlo Pi</title>
      <link href="style.css" rel="stylesheet" type="text/css" />
      </head>
      <body>
      <canvas id="disp"></canvas>
      <span id="box">Pi ≈ <span id="out"></span></span>
      <script src="script.js"></script>
      </body>
      </html>











      share









      $endgroup$




      I have created a program that calculates pi using a Monte Carlo method. It also animates the process and displays the value as it is updated to show how it gets closer and closer to the actual value as more time passes. It is made with HTML canvas. I would like some feedback on my program.






      "use strict";


      function hypot(a, b)
      return Math.sqrt(a * a + b * b);


      function randInt(min, max)
      return Math.floor(Math.random() * (max - min)) + min


      class Circle
      constructor(x, y, r)
      this.x = x;
      this.y = y;
      this.r = r;


      draw()
      ctx.strokeStyle = "#000";
      ctx.lineWidth = "5px";
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
      ctx.stroke();


      collidePoint(pt)
      var dx = this.x - pt.x;
      var dy = this.y - pt.y;
      return hypot(dx, dy) <= this.r;



      class Point
      constructor(x, y)
      this.x = x;
      this.y = y;


      draw()
      ctx.fillStyle = "rgba(0, 0, 0, 16)";
      ctx.fillRect(this.x, this.y, 1, 1);




      const canvas = document.getElementById("disp");
      const ctx = canvas.getContext("2d");
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      var width = parseInt(canvas.width);
      var height = parseInt(canvas.height);
      var trys = 0;
      var lands = 0;
      var area = width * height;
      var points = [];
      var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
      setInterval(step, 10);

      function drawAll()
      ctx.clearRect(0, 0, width, height);
      ball.draw();
      points.forEach((point) =>
      point.draw();
      );


      function step()
      drawAll();
      var pnt = new Point(randInt(0, width), randInt(0, height));
      trys++;
      if (ball.collidePoint(pnt))
      lands++;

      var prob = lands / trys;
      var pi = (prob * area) / Math.pow(ball.r, 2);
      document.getElementById("out").innerText = pi.toString();
      points.push(pnt);

      html, body 
      height: 100%;
      overflow: hidden;


      #disp
      width: 100vw;
      height: 100vh;
      margin: 0;


      #box
      position: absolute;
      z-index: 1;
      width: 200px;
      height: 20px;
      left: 5%;
      top: 5%;
      background-color: whitesmoke;

      <!DOCTYPE html>
      <html>
      <head>
      <meta charset="utf-8">
      <meta name="viewport" content="width=device-width">
      <title>Monte Carlo Pi</title>
      <link href="style.css" rel="stylesheet" type="text/css" />
      </head>
      <body>
      <canvas id="disp"></canvas>
      <span id="box">Pi ≈ <span id="out"></span></span>
      <script src="script.js"></script>
      </body>
      </html>








      "use strict";


      function hypot(a, b)
      return Math.sqrt(a * a + b * b);


      function randInt(min, max)
      return Math.floor(Math.random() * (max - min)) + min


      class Circle
      constructor(x, y, r)
      this.x = x;
      this.y = y;
      this.r = r;


      draw()
      ctx.strokeStyle = "#000";
      ctx.lineWidth = "5px";
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
      ctx.stroke();


      collidePoint(pt)
      var dx = this.x - pt.x;
      var dy = this.y - pt.y;
      return hypot(dx, dy) <= this.r;



      class Point
      constructor(x, y)
      this.x = x;
      this.y = y;


      draw()
      ctx.fillStyle = "rgba(0, 0, 0, 16)";
      ctx.fillRect(this.x, this.y, 1, 1);




      const canvas = document.getElementById("disp");
      const ctx = canvas.getContext("2d");
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      var width = parseInt(canvas.width);
      var height = parseInt(canvas.height);
      var trys = 0;
      var lands = 0;
      var area = width * height;
      var points = [];
      var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
      setInterval(step, 10);

      function drawAll()
      ctx.clearRect(0, 0, width, height);
      ball.draw();
      points.forEach((point) =>
      point.draw();
      );


      function step()
      drawAll();
      var pnt = new Point(randInt(0, width), randInt(0, height));
      trys++;
      if (ball.collidePoint(pnt))
      lands++;

      var prob = lands / trys;
      var pi = (prob * area) / Math.pow(ball.r, 2);
      document.getElementById("out").innerText = pi.toString();
      points.push(pnt);

      html, body 
      height: 100%;
      overflow: hidden;


      #disp
      width: 100vw;
      height: 100vh;
      margin: 0;


      #box
      position: absolute;
      z-index: 1;
      width: 200px;
      height: 20px;
      left: 5%;
      top: 5%;
      background-color: whitesmoke;

      <!DOCTYPE html>
      <html>
      <head>
      <meta charset="utf-8">
      <meta name="viewport" content="width=device-width">
      <title>Monte Carlo Pi</title>
      <link href="style.css" rel="stylesheet" type="text/css" />
      </head>
      <body>
      <canvas id="disp"></canvas>
      <span id="box">Pi ≈ <span id="out"></span></span>
      <script src="script.js"></script>
      </body>
      </html>





      "use strict";


      function hypot(a, b)
      return Math.sqrt(a * a + b * b);


      function randInt(min, max)
      return Math.floor(Math.random() * (max - min)) + min


      class Circle
      constructor(x, y, r)
      this.x = x;
      this.y = y;
      this.r = r;


      draw()
      ctx.strokeStyle = "#000";
      ctx.lineWidth = "5px";
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
      ctx.stroke();


      collidePoint(pt)
      var dx = this.x - pt.x;
      var dy = this.y - pt.y;
      return hypot(dx, dy) <= this.r;



      class Point
      constructor(x, y)
      this.x = x;
      this.y = y;


      draw()
      ctx.fillStyle = "rgba(0, 0, 0, 16)";
      ctx.fillRect(this.x, this.y, 1, 1);




      const canvas = document.getElementById("disp");
      const ctx = canvas.getContext("2d");
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
      var width = parseInt(canvas.width);
      var height = parseInt(canvas.height);
      var trys = 0;
      var lands = 0;
      var area = width * height;
      var points = [];
      var ball = new Circle(width / 2, height / 2, Math.min(width, height) / 2);
      setInterval(step, 10);

      function drawAll()
      ctx.clearRect(0, 0, width, height);
      ball.draw();
      points.forEach((point) =>
      point.draw();
      );


      function step()
      drawAll();
      var pnt = new Point(randInt(0, width), randInt(0, height));
      trys++;
      if (ball.collidePoint(pnt))
      lands++;

      var prob = lands / trys;
      var pi = (prob * area) / Math.pow(ball.r, 2);
      document.getElementById("out").innerText = pi.toString();
      points.push(pnt);

      html, body 
      height: 100%;
      overflow: hidden;


      #disp
      width: 100vw;
      height: 100vh;
      margin: 0;


      #box
      position: absolute;
      z-index: 1;
      width: 200px;
      height: 20px;
      left: 5%;
      top: 5%;
      background-color: whitesmoke;

      <!DOCTYPE html>
      <html>
      <head>
      <meta charset="utf-8">
      <meta name="viewport" content="width=device-width">
      <title>Monte Carlo Pi</title>
      <link href="style.css" rel="stylesheet" type="text/css" />
      </head>
      <body>
      <canvas id="disp"></canvas>
      <span id="box">Pi ≈ <span id="out"></span></span>
      <script src="script.js"></script>
      </body>
      </html>






      javascript mathematics canvas





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