Language can not be constructed using contex ftee grammar - grammar

How can i prove with pumping-lemma that this language (L := {ww| w ∈ {0, 1}∗}) can not be constructed using context free grammar?
Thanks in advance.

Use the pumping lemma for context-free languages. A good string to use for this language is the string (0^p)(1^p)(0^p)(1^p). The pumping lemma says that if the language is context free then this string can be written as uvxyz where |vxy| <= p, |vy| > 0 and for all natural numbers n, u(v^n)x(y^n)z is in the language too. We have several distinct cases:
vy consists only of leading 0s. Pumping this will mean the two sections of 0s have different numbers of 0s. This won't work
vy consists of 0s and 1s from the first two sections only. This doesn't work because either 0s and 1s get mixed up, or the first half gets more or less 0s and 1s than the second.
vy consists of 1s from the second section. This doesn't work for the same reason as in case 1.
vy consists of 1s from the second section and 0s from the third section. This doesn't work for the same reason as in case 2.
vy consists of 0s from the third section. This doesn't work for the same reason as in cases 1 and 3.
vy consists of 0s and 1s from the third and fourth sections. This doesn't work for the same reason as in cases 2 and 4.
vy consists of 1s from the fourth section. This doesn't work for the same reason as in cases 1, 3 and 5.
These are all the cases and in no case were we able to pump our string (0^p)(1^p)(0^p)(1^p) as the pumping lemma required we must. Therefore, we conclude that the language cannot have been context-free.

Related

Excel VBA - Sum of 1 in workbook not equal to 1 in VBA [duplicate]

Why do some numbers lose accuracy when stored as floating point numbers?
For example, the decimal number 9.2 can be expressed exactly as a ratio of two decimal integers (92/10), both of which can be expressed exactly in binary (0b1011100/0b1010). However, the same ratio stored as a floating point number is never exactly equal to 9.2:
32-bit "single precision" float: 9.19999980926513671875
64-bit "double precision" float: 9.199999999999999289457264239899814128875732421875
How can such an apparently simple number be "too big" to express in 64 bits of memory?
In most programming languages, floating point numbers are represented a lot like scientific notation: with an exponent and a mantissa (also called the significand). A very simple number, say 9.2, is actually this fraction:
5179139571476070 * 2 -49
Where the exponent is -49 and the mantissa is 5179139571476070. The reason it is impossible to represent some decimal numbers this way is that both the exponent and the mantissa must be integers. In other words, all floats must be an integer multiplied by an integer power of 2.
9.2 may be simply 92/10, but 10 cannot be expressed as 2n if n is limited to integer values.
Seeing the Data
First, a few functions to see the components that make a 32- and 64-bit float. Gloss over these if you only care about the output (example in Python):
def float_to_bin_parts(number, bits=64):
if bits == 32: # single precision
int_pack = 'I'
float_pack = 'f'
exponent_bits = 8
mantissa_bits = 23
exponent_bias = 127
elif bits == 64: # double precision. all python floats are this
int_pack = 'Q'
float_pack = 'd'
exponent_bits = 11
mantissa_bits = 52
exponent_bias = 1023
else:
raise ValueError, 'bits argument must be 32 or 64'
bin_iter = iter(bin(struct.unpack(int_pack, struct.pack(float_pack, number))[0])[2:].rjust(bits, '0'))
return [''.join(islice(bin_iter, x)) for x in (1, exponent_bits, mantissa_bits)]
There's a lot of complexity behind that function, and it'd be quite the tangent to explain, but if you're interested, the important resource for our purposes is the struct module.
Python's float is a 64-bit, double-precision number. In other languages such as C, C++, Java and C#, double-precision has a separate type double, which is often implemented as 64 bits.
When we call that function with our example, 9.2, here's what we get:
>>> float_to_bin_parts(9.2)
['0', '10000000010', '0010011001100110011001100110011001100110011001100110']
Interpreting the Data
You'll see I've split the return value into three components. These components are:
Sign
Exponent
Mantissa (also called Significand, or Fraction)
Sign
The sign is stored in the first component as a single bit. It's easy to explain: 0 means the float is a positive number; 1 means it's negative. Because 9.2 is positive, our sign value is 0.
Exponent
The exponent is stored in the middle component as 11 bits. In our case, 0b10000000010. In decimal, that represents the value 1026. A quirk of this component is that you must subtract a number equal to 2(# of bits) - 1 - 1 to get the true exponent; in our case, that means subtracting 0b1111111111 (decimal number 1023) to get the true exponent, 0b00000000011 (decimal number 3).
Mantissa
The mantissa is stored in the third component as 52 bits. However, there's a quirk to this component as well. To understand this quirk, consider a number in scientific notation, like this:
6.0221413x1023
The mantissa would be the 6.0221413. Recall that the mantissa in scientific notation always begins with a single non-zero digit. The same holds true for binary, except that binary only has two digits: 0 and 1. So the binary mantissa always starts with 1! When a float is stored, the 1 at the front of the binary mantissa is omitted to save space; we have to place it back at the front of our third element to get the true mantissa:
1.0010011001100110011001100110011001100110011001100110
This involves more than just a simple addition, because the bits stored in our third component actually represent the fractional part of the mantissa, to the right of the radix point.
When dealing with decimal numbers, we "move the decimal point" by multiplying or dividing by powers of 10. In binary, we can do the same thing by multiplying or dividing by powers of 2. Since our third element has 52 bits, we divide it by 252 to move it 52 places to the right:
0.0010011001100110011001100110011001100110011001100110
In decimal notation, that's the same as dividing 675539944105574 by 4503599627370496 to get 0.1499999999999999. (This is one example of a ratio that can be expressed exactly in binary, but only approximately in decimal; for more detail, see: 675539944105574 / 4503599627370496.)
Now that we've transformed the third component into a fractional number, adding 1 gives the true mantissa.
Recapping the Components
Sign (first component): 0 for positive, 1 for negative
Exponent (middle component): Subtract 2(# of bits) - 1 - 1 to get the true exponent
Mantissa (last component): Divide by 2(# of bits) and add 1 to get the true mantissa
Calculating the Number
Putting all three parts together, we're given this binary number:
1.0010011001100110011001100110011001100110011001100110 x 1011
Which we can then convert from binary to decimal:
1.1499999999999999 x 23 (inexact!)
And multiply to reveal the final representation of the number we started with (9.2) after being stored as a floating point value:
9.1999999999999993
Representing as a Fraction
9.2
Now that we've built the number, it's possible to reconstruct it into a simple fraction:
1.0010011001100110011001100110011001100110011001100110 x 1011
Shift mantissa to a whole number:
10010011001100110011001100110011001100110011001100110 x 1011-110100
Convert to decimal:
5179139571476070 x 23-52
Subtract the exponent:
5179139571476070 x 2-49
Turn negative exponent into division:
5179139571476070 / 249
Multiply exponent:
5179139571476070 / 562949953421312
Which equals:
9.1999999999999993
9.5
>>> float_to_bin_parts(9.5)
['0', '10000000010', '0011000000000000000000000000000000000000000000000000']
Already you can see the mantissa is only 4 digits followed by a whole lot of zeroes. But let's go through the paces.
Assemble the binary scientific notation:
1.0011 x 1011
Shift the decimal point:
10011 x 1011-100
Subtract the exponent:
10011 x 10-1
Binary to decimal:
19 x 2-1
Negative exponent to division:
19 / 21
Multiply exponent:
19 / 2
Equals:
9.5
Further reading
The Floating-Point Guide: What Every Programmer Should Know About Floating-Point Arithmetic, or, Why don’t my numbers add up? (floating-point-gui.de)
What Every Computer Scientist Should Know About Floating-Point Arithmetic (Goldberg 1991)
IEEE Double-precision floating-point format (Wikipedia)
Floating Point Arithmetic: Issues and Limitations (docs.python.org)
Floating Point Binary
This isn't a full answer (mhlester already covered a lot of good ground I won't duplicate), but I would like to stress how much the representation of a number depends on the base you are working in.
Consider the fraction 2/3
In good-ol' base 10, we typically write it out as something like
0.666...
0.666
0.667
When we look at those representations, we tend to associate each of them with the fraction 2/3, even though only the first representation is mathematically equal to the fraction. The second and third representations/approximations have an error on the order of 0.001, which is actually much worse than the error between 9.2 and 9.1999999999999993. In fact, the second representation isn't even rounded correctly! Nevertheless, we don't have a problem with 0.666 as an approximation of the number 2/3, so we shouldn't really have a problem with how 9.2 is approximated in most programs. (Yes, in some programs it matters.)
Number bases
So here's where number bases are crucial. If we were trying to represent 2/3 in base 3, then
(2/3)10 = 0.23
In other words, we have an exact, finite representation for the same number by switching bases! The take-away is that even though you can convert any number to any base, all rational numbers have exact finite representations in some bases but not in others.
To drive this point home, let's look at 1/2. It might surprise you that even though this perfectly simple number has an exact representation in base 10 and 2, it requires a repeating representation in base 3.
(1/2)10 = 0.510 = 0.12 = 0.1111...3
Why are floating point numbers inaccurate?
Because often-times, they are approximating rationals that cannot be represented finitely in base 2 (the digits repeat), and in general they are approximating real (possibly irrational) numbers which may not be representable in finitely many digits in any base.
While all of the other answers are good there is still one thing missing:
It is impossible to represent irrational numbers (e.g. π, sqrt(2), log(3), etc.) precisely!
And that actually is why they are called irrational. No amount of bit storage in the world would be enough to hold even one of them. Only symbolic arithmetic is able to preserve their precision.
Although if you would limit your math needs to rational numbers only the problem of precision becomes manageable. You would need to store a pair of (possibly very big) integers a and b to hold the number represented by the fraction a/b. All your arithmetic would have to be done on fractions just like in highschool math (e.g. a/b * c/d = ac/bd).
But of course you would still run into the same kind of trouble when pi, sqrt, log, sin, etc. are involved.
TL;DR
For hardware accelerated arithmetic only a limited amount of rational numbers can be represented. Every not-representable number is approximated. Some numbers (i.e. irrational) can never be represented no matter the system.
There are infinitely many real numbers (so many that you can't enumerate them), and there are infinitely many rational numbers (it is possible to enumerate them).
The floating-point representation is a finite one (like anything in a computer) so unavoidably many many many numbers are impossible to represent. In particular, 64 bits only allow you to distinguish among only 18,446,744,073,709,551,616 different values (which is nothing compared to infinity). With the standard convention, 9.2 is not one of them. Those that can are of the form m.2^e for some integers m and e.
You might come up with a different numeration system, 10 based for instance, where 9.2 would have an exact representation. But other numbers, say 1/3, would still be impossible to represent.
Also note that double-precision floating-points numbers are extremely accurate. They can represent any number in a very wide range with as much as 15 exact digits. For daily life computations, 4 or 5 digits are more than enough. You will never really need those 15, unless you want to count every millisecond of your lifetime.
Why can we not represent 9.2 in binary floating point?
Floating point numbers are (simplifying slightly) a positional numbering system with a restricted number of digits and a movable radix point.
A fraction can only be expressed exactly using a finite number of digits in a positional numbering system if the prime factors of the denominator (when the fraction is expressed in it's lowest terms) are factors of the base.
The prime factors of 10 are 5 and 2, so in base 10 we can represent any fraction of the form a/(2b5c).
On the other hand the only prime factor of 2 is 2, so in base 2 we can only represent fractions of the form a/(2b)
Why do computers use this representation?
Because it's a simple format to work with and it is sufficiently accurate for most purposes. Basically the same reason scientists use "scientific notation" and round their results to a reasonable number of digits at each step.
It would certainly be possible to define a fraction format, with (for example) a 32-bit numerator and a 32-bit denominator. It would be able to represent numbers that IEEE double precision floating point could not, but equally there would be many numbers that can be represented in double precision floating point that could not be represented in such a fixed-size fraction format.
However the big problem is that such a format is a pain to do calculations on. For two reasons.
If you want to have exactly one representation of each number then after each calculation you need to reduce the fraction to it's lowest terms. That means that for every operation you basically need to do a greatest common divisor calculation.
If after your calculation you end up with an unrepresentable result because the numerator or denominator you need to find the closest representable result. This is non-trivil.
Some Languages do offer fraction types, but usually they do it in combination with arbitary precision, this avoids needing to worry about approximating fractions but it creates it's own problem, when a number passes through a large number of calculation steps the size of the denominator and hence the storage needed for the fraction can explode.
Some languages also offer decimal floating point types, these are mainly used in scenarios where it is imporant that the results the computer gets match pre-existing rounding rules that were written with humans in mind (chiefly financial calculations). These are slightly more difficult to work with than binary floating point, but the biggest problem is that most computers don't offer hardware support for them.

Just for fun coding

For Fun!
From standard input, read two pairs of doubles and create two complex number of those numbers (first two doubles form first complex number and second two numbers forms second complex number, first number in each pair is real part of complex number), then compute and print out the result of angle, difference (first - second), conjugate (of first number), dividision (first / second), power2 (first to power 2), and power3(first to power 3).
double theta(): computes the angle of this complex number.
Complex minus(Complex b): returns a complex number that is equal to the difference of this complex number and the argument(b)
Complex conjugate(): returns the conjugate of this complex number as a new complex number
Complex divides(Complex b): returns the division result of this number by the argument(b)
Complex power(int b): returns the result of raising this number to the bth power.
Complex squareRoot(): returns the result of the square root operation as a complex number

Definition of the "DFA for a language"

I just started learning Theory of Computation this semester and a bit confused by the phrase "DFA for a language". If it is asked to construct a DFA for some collection of binary strings L, does it mean to find DFA M with L(M)=L or just $L(M)\supset L$?
Most compiler/theory courses tend to have different styles surrounding teaching definitions of deterministic finite automata and formal languages, but I'll try to make this description as agnostic as possible.
The phrase "DFA for a language" loosely means: a DFA which accepts every word in the language and rejects every word not in the language.
The way I was taught DFAs is to have final/accepting states and regular states which removes the necessity for an implicit error state.
This means that a DFA accepts a word if the state it is in at the end of input is accepting and it rejects the word if the state is not accepting.
Ex:
Let's define L as the language which contains an even number of 1s. These will be binary strings so the symbols are just 0 and 1.
00, 110, 111, 1111, etc are examples of words in this language. Notice that the empty string is in this language.
We can have two states in our DFA. The starting state, let's call it even 1s, is also an accepting state because 0 ones is even. The other state is odd 1s, this is not accepting.
As for transitions, when even 1s receives a 1, it transitions to odd 1s. And when odd 1s receives a 1, it transitions to even 1s.
Now, the number of 0s doesn't matter, so in either state, it transitions to itself.
Apologies for the double arrow, this website is great but I couldn't figure out how to separate the transitions between even 1s and odd 1s
Deterministic Finite Automaton (DFA)
In DFA, for each input symbol, one can determine the state to which the machine will move. Hence, it is called Deterministic Automaton. As it has a finite number of states, the machine is called a Deterministic Finite Machine or Deterministic Finite Automaton.
Formal Definition of a DFA
A DFA can be represented by a 5-tuple (Q, ∑, δ, q0, F) where −
-> Q is a finite set of states.
-> ∑ is a finite set of symbols called the alphabet.
-> δ is the transition function where δ: Q × ∑ → Q
-> q0 is the initial state from where any input is processed (q0 ∈ Q).
-> F is a set of final state/states of Q (F ⊆ Q).
Write your question in precise way. here DFA for a language means that you need to construct machine for particular language only not it's subset or superset. construct DFA maachine for which L(M)= L.

Construct a DFA for the following language: all strings that have at least three 0s and at most two 1s

I am to construct a DFA from the intersection of two simpler DFAs. The first simpler DFA recognizes languages of all strings that have at least three 0s, and the second simpler language DFA recognizes languages of strings of at most two 1s. The alphabet is (0,1). I'm not sure how to construct a larger DFA combining the two. Thanks!
Here's a general idea:
The most straightforward way to do this is to have different paths for counting your 0s that are based on the number of 1s you've seen, such that they are "parallel" to each other. Move from one layer of the path to the next any time you see a 1, and then move from the last layer to a trap state if you see a third 1. Depending on the exact nature of the assignment you might be able to condense this, but once you have a basic layout you can determine that. Typically you can combine states from the first DFA with states in the second DFA to produce a smaller end result.
Here's a more mathematical explanation:
Constructing automata for the
intersection operation.
Assume we are
given two DFA M1 = (S1, q(1) 0 , T1,
F1) and M2 = (S2, q(2) 0 , T2, F2).
These two DFA recognize languages L1 =
L(M1) and L2 = L(M2). We want to
design a DFA M= (S, q0, T, F) that
recognizes the intersection L1 ∩L2. We
use the idea of constructing the DFA
for the union of languages. Given an
input w, we run M1 and M2 on w
simultaneously as we explained for the
union operation. Once we finish the
runs of M1 and of M2 on w, we look at
the resulting end states of these two
runs. If both end states are accepting
then we accept w, otherwise we reject
w.
When constructing the new transition function, the easy way to think of it is by using pairs of states. For example, consider the following DFAs:
Now, we can start combining these by traversing both DFAs at the same time. For example, both start at state 1. Now what happens if we see an a as input? Well, DFA1 will go from 1->2, and DFA2 will go from 1->3. When combining, then, we can say that the intersection will go from state "1,1" (both DFAs are in state 1) to state "2,3". State 2 is an accept state in DFA1 and state 3 is an accept state in DFA2, so state "2,3" is an accept state in our new DFA3. We can repeat this for all states/transitions and end up with:
Does that make sense?
Reference: Images found in this assignment from Cornell University.
The simplest way would be using the 2DFA model: from the end state of the first DFA(the one testing for at least 3 zeros) jump to the start state of the second one, and reverse to the beginning of the input. Then let the second DFA test the string.

How to make a start on the "crackless wall" problem

Here's the problem statement:
Consider the problem of building a wall out of 2x1 and 3x1 bricks (horizontal×vertical dimensions) such that, for extra strength, the gaps between horizontally-adjacent bricks never line up in consecutive layers, i.e. never form a "running crack".
There are eight ways of forming a crack-free 9x3 wall, written W(9,3) = 8.
Calculate W(32,10). < Generalize it to W(x,y) >
http://www.careercup.com/question?id=67814&form=comments
The above link gives a few solutions, but I'm unable to understand the logic behind them. I'm trying to code this in Perl and have done so far:
input : W(x,y)
find all possible i's and j's such that x == 3(i) + 2(j);
for each pair (i,j) ,
find n = (i+j)C(j) # C:combinations
Adding all these n's should give the count of all possible combinations. But I have no idea on how to find the real combinations for one row and how to proceed further.
Based on the claim that W(9,3)=8, I'm inferring that a "running crack" means any continuous vertical crack of height two or more. Before addressing the two-dimensional problem as posed, I want to discuss an analogous one-dimensional problem and its solution. I hope this will make it more clear how the two-dimensional problem is thought of as one-dimensional and eventually solved.
Suppose you want to count the number of lists of length, say, 40, whose symbols come from a reasonably small set of, say, the five symbols {a,b,c,d,e}. Certainly there are 5^40 such lists. If we add an additional constraint that no letter can appear twice in a row, the mathematical solution is still easy: There are 5*4^39 lists without repeated characters. If, however, we instead wish to outlaw consonant combinations such as bc, cb, bd, etc., then things are more difficult. Of course we would like to count the number of ways to choose the first character, the second, etc., and multiply, but the number of ways to choose the second character depends on the choice of the first, and so on. This new problem is difficult enough to illustrate the right technique. (though not difficult enough to make it completely resistant to mathematical methods!)
To solve the problem of lists of length 40 without consonant combinations (let's call this f(40)), we might imagine using recursion. Can you calculate f(40) in terms of f(39)? No, because some of the lists of length 39 end with consonants and some end with vowels, and we don't know how many of each type we have. So instead of computing, for each length n<=40, f(n), we compute, for each n and for each character k, f(n,k), the number of lists of length n ending with k. Although f(40) cannot be
calculated from f(39) alone, f(40,a) can be calculated in terms of f(30,a), f(39,b), etc.
The strategy described above can be used to solve your two-dimensional problem. Instead of characters, you have entire horizontal brick-rows of length 32 (or x). Instead of 40, you have 10 (or y). Instead of a no-consonant-combinations constraint, you have the no-adjacent-cracks constraint.
You specifically ask how to enumerate all the brick-rows of a given length, and you're right that this is necessary, at least for this approach. First, decide how a row will be represented. Clearly it suffices to specify the locations of the 3-bricks, and since each has a well-defined center, it seems natural to give a list of locations of the centers of the 3-bricks. For example, with a wall length of 15, the sequence (1,8,11) would describe a row like this: (ooo|oo|oo|ooo|ooo|oo). This list must satisfy some natural constraints:
The initial and final positions cannot be the centers of a 3-brick. Above, 0 and 14 are invalid entries.
Consecutive differences between numbers in the sequence must be odd, and at least three.
The position of the first entry must be odd.
The difference between the last entry and the length of the list must also be odd.
There are various ways to compute and store all such lists, but the conceptually easiest is a recursion on the length of the wall, ignoring condition 4 until you're done. Generate a table of all lists for walls of length 2, 3, and 4 manually, then for each n, deduce a table of all lists describing walls of length n from the previous values. Impose condition 4 when you're finished, because it doesn't play nice with recursion.
You'll also need a way, given any brick-row S, to quickly describe all brick-rows S' which can legally lie beneath it. For simplicity, let's assume the length of the wall is 32. A little thought should convince you that
S' must satisfy the same constraints as S, above.
1 is in S' if and only if 1 is not in S.
30 is in S' if and only if 30 is not in S.
For each entry q in S, S' must have a corresponding entry q+1 or q-1, and conversely every element of S' must be q-1 or q+1 for some element q in S.
For example, the list (1,8,11) can legally be placed on top of (7,10,30), (7,12,30), or (9,12,30), but not (9,10,30) since this doesn't satisfy the "at least three" condition. Based on this description, it's not hard to write a loop which calculates the possible successors of a given row.
Now we put everything together:
First, for fixed x, make a table of all legal rows of length x. Next, write a function W(y,S), which is to calculate (recursively) the number of walls of width x, height y, and top row S. For y=1, W(y,S)=1. Otherwise, W(y,S) is the sum over all S' which can be related to S as above, of the values W(y-1,S').
This solution is efficient enough to solve the problem W(32,10), but would fail for large x. For example, W(100,10) would almost certainly be infeasible to calculate as I've described. If x were large but y were small, we would break all sensible brick-laying conventions and consider the wall as being built up from left-to-right instead of bottom-to-top. This would require a description of a valid column of the wall. For example, a column description could be a list whose length is the height of the wall and whose entries are among five symbols, representing "first square of a 2x1 brick", "second square of a 2x1 brick", "first square of a 3x1 brick", etc. Of course there would be constraints on each column description and constraints describing the relationship between consecutive columns, but the same approach as above would work this way as well, and would be more appropriate for long, short walls.
I found this python code online here and it works fast and correctly. I do not understand how it all works though. I could get my C++ to the last step (count the total number of solutions) and could not get it to work correctly.
def brickwall(w,h):
# generate single brick layer of width w (by recursion)
def gen_layers(w):
if w in (0,1,2,3):
return {0:[], 1:[], 2:[[2]], 3:[[3]]}[w]
return [(layer + [2]) for layer in gen_layers(w-2)] + \
[(layer + [3]) for layer in gen_layers(w-3)]
# precompute info about whether pairs of layers are compatible
def gen_conflict_mat(layers, nlayers, w):
# precompute internal brick positions for easy comparison
def get_internal_positions(layer, w):
acc = 0; intpos = set()
for brick in layer:
acc += brick; intpos.add(acc)
intpos.remove(w)
return intpos
intpos = [get_internal_positions(layer, w) for layer in layers]
mat = []
for i in range(nlayers):
mat.append([j for j in range(nlayers) \
if intpos[i].isdisjoint(intpos[j])])
return mat
layers = gen_layers(w)
nlayers = len(layers)
mat = gen_conflict_mat(layers, nlayers, w)
# dynamic programming to recursively compute wall counts
nwalls = nlayers*[1]
for i in range(1,h):
nwalls = [sum(nwalls[k] for k in mat[j]) for j in range(nlayers)]
return sum(nwalls)
print(brickwall(9,3)) #8
print(brickwall(9,4)) #10
print(brickwall(18,5)) #7958
print(brickwall(32,10)) #806844323190414