NS-3: How to change node position during simulation? - ns-3

I am trying to model in NS-3 some nodes moving with constant vertical velocity inside a rectangle.
Problem: I have to add the feature that, when a node goes beyond y=2500, its x-position abruptly changes to its x-position + 257. This is what I have tried so far:
NodeContainer nodes;
nodes.Create (25);
MobilityHelper mobility;
mobility.SetPositionAllocator ("ns3::GridPositionAllocator",
"MinX", DoubleValue (0.0),
"MinY", DoubleValue (0.0),
"DeltaX", DoubleValue (500),
"DeltaY", DoubleValue (500),
"GridWidth", UintegerValue (5),
"LayoutType", StringValue ("RowFirst"));
mobility.SetMobilityModel ("ns3::ConstantVelocityMobilityModel");
mobility.Install (nodes);
for (uint n=0 ; n < nodes.GetN() ; n++)
{
Ptr<ConstantVelocityMobilityModel> mob = nodes.Get(n)->GetObject<ConstantVelocityMobilityModel>();
mob->SetVelocity(Vector(0, 10, 0));
}
for (uint n=0 ; n < satellites.GetN() ; n++)
{
Ptr<ConstantVelocityMobilityModel> cvMob = satellites.Get(n)->GetObject<ConstantVelocityMobilityModel>();
Ptr<MobilityModel> mob = satellites.Get(n)->GetObject<MobilityModel>();
Vector m_position = mob->GetPosition();
Vector m_velocity = mob->GetVelocity();
if (m_position.y > 2500)
{
m_position.x += 257;
m_velocity.y *= -1;
cvMob->SetVelocity(m_velocity);
mob->SetPosition(m_position);
}
}
This last for loop is not working at all! How should I implement the feature into the current script?
PS: Since I am new to NS-3, I do not want to risk modifying any NS-3 source file.

what you need to do is to move the content of your second loop in a 'scheduled' method (e.g. CheckBound).
void CheckBound(Ptr< ConstantVelocityMobilityModel > mob ){
Vector m_position = mob->GetPosition();
Vector m_velocity = mob->GetVelocity();
if (m_position.y > 2500)
{
m_position.x += 257;
m_velocity.y *= -1;
mob->SetVelocity(m_velocity);
mob->SetPosition(m_position);
}
}
Then in your main you need to estimate when this has to be called. Doing simple math calculations, we estimate the Dy which is the distance to your 2500 limit and the time it is required Dt = Dy/speed.
e.g.
for (uint n=0 ; n < satellites.GetN() ; n++)
{
Ptr<ConstantVelocityMobilityModel> cvMob = satellites.Get(n)->GetObject<ConstantVelocityMobilityModel>();
Vector m_position = cvMob->GetPosition();
Vector m_speed = cvMob->GetVelocity();
double Dy = 2500 - m_position.y;
double Dt = Dy/m_speed.y;
Simulator::Schedule(Seconds(Dt), MakeCallback(&CheckBound, cvMob));
}

Related

Optimizing code to generate static

I am learning p5.js and wanted to generate a "static/noise texture" like so:
This is the code:
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
noiseVal = random(0,1);
stroke(255, noiseVal*255);
point(x,y);
}
}
This produces the desired outcome but it's obviously pretty slow since it has to iterate over every single pixel. What would be a more efficient way of doing this?
Your code is really not the best way to do with p5.js.
Take a look to the p5's pixels array.
When I run the following code, the function that use the pixels array run 100 times faster.
function setup() {
createCanvas(50, 50);
background(255);
let start, time;
start = performance.now();
noise_1();
time = performance.now() - start;
print("noise_1 : " + time);
start = performance.now();
noise_2();
time = performance.now() -start;
print("noise_2 : " + time);
}
// Your code
function noise_1() {
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
noiseVal = random(0,1);
stroke(noiseVal*255);
point(x,y);
}
}
}
// same with pixels array
function noise_2() {
loadPixels();
for (let i=0; i < pixels.length; i+=4){
noiseVal = random(0, 255);
pixels[i] = pixels[i+1] = pixels[i+2] = noiseVal;
}
updatePixels();
}
output :
noise_1 : 495.1
noise_2 : 5.92
To generate a single frame of static, you're going to have to iterate over each pixel. You could make your blocks larger than a single pixel, but that will only reduce the problem, not get rid of it completely.
Instead, you can probably get away with pre-computing a few images of static (let's say 10 or so). Save these as a file or to an off-screen buffer (the createGraphics() function is your friend), and then draw those images instead of drawing each pixel every frame.

Sprite Smooth movement and facing position according to movement

i'm trying to make this interaction with keyboard for movement using some sprites and i got stuck with two situations.
1) The character movement is not going acording to the animation itself (it only begin moving after one second or so while it's already being animated). What i really want it to do is, to move without a "initial acceleration feeling" that i get because of this problem
2) I can't think of a way to make the character face the position it should be facing when the key is released. I'll post the code here, but since it need images to work correctly and is not so small i made a skecth available at this link if you want to check it out: https://www.openprocessing.org/sketch/439572
PImage[] reverseRun = new PImage [16];
PImage[] zeroArray = new PImage [16];
void setup(){
size(800,600);
//Right Facing
for(int i = 0; i < zeroArray.length; i++){
zeroArray[i] = loadImage (i + ".png");
zeroArray[i].resize(155,155);
}
//Left Facing
for( int z = 0; z < reverseRun.length; z++){
reverseRun[z] = loadImage ( "mirror" + z + ".png");
reverseRun[z].resize(155,155);
}
}
void draw(){
frameRate(15);
background(255);
imageMode(CENTER);
if(x > width+10){
x = 0;
} else if (x < - 10){
x = width;}
if (i >= zeroArray.length){
i = 3;} //looping to generate constant motiion
if ( z >= reverseRun.length){
z = 3;} //looping to generate constant motiion
if (isRight) {
image(zeroArray[i], x, 300);
i++;
} //going through the images at the array
else if (isLeft) {
image(reverseRun[z],x,300);
z++;
} going through the images at the array
else if(!isRight){
image(zeroArray[i], x, 300);
i = 0; } //"stoped" sprite
}
}
//movement
float x = 300;
float y = 300;
float i = 0;
float z = 0;
float speed = 25;
boolean isLeft, isRight, isUp, isDown;
void keyPressed() {
setMove(keyCode, true);
if (isLeft ){
x -= speed;
}
if(isRight){
x += speed;
}
}
void keyReleased() {
setMove(keyCode, false);
}
boolean setMove(int k, boolean b) {
switch (k) {
case UP:
return isUp = b;
case DOWN:
return isDown = b;
case LEFT:
return isLeft = b;
case RIGHT:
return isRight = b;
default:
return b; }
}
The movement problem is caused by your operating system setting a delay between key presses. Try this out by going to a text editor and holding down a key. You'll notice that a character shows up immediately, followed by a delay, followed by the character repeating until you release the key.
That delay is also happening between calls to the keyPressed() function. And since you're moving the character (by modifying the x variable) inside the keyPressed() function, you're seeing a delay in the movement.
The solution to this problem is to check which key is pressed instead of relying solely on the keyPressed() function. You could use the keyCode variable inside the draw() function, or you could keep track of which key is pressed using a set of boolean variables.
Note that you're actually already doing that with the isLeft and isRight variables. But you're only checking them in the keyPressed() function, which defeats the purpose of them because of the problem I outlined above.
In other words, move this block from the keyPressed() function so it's inside the draw() function instead:
if (isLeft ){
x -= speed;
}
if(isRight){
x += speed;
}
As for knowing which way to face when the character is not moving, you could do that using another boolean value that keeps track of which direction you're facing.
Side note: you should really try to properly indent your code, as right now it's pretty hard to read.
Shameless self-promotion: I wrote a tutorial on user input in Processing available here.

Bidirectional path tracing

I'm making a bidirectional path tracer and I have some troubles.
To be clear :
1) One point light
2) All objects are diffuse
3) All objects are spheres, even walls (they are very large)
4) NO MIS WEIGHTING
The light emission is a 3D vector. The BRDF of a sphere is a 3D vector. Hard coded.
In the main function below I generate EyePath and LightPath then I connect them. At least I try.
In this post I will talking about the main function then EyePath then LightPath. The talking about connecting function will appear once EyePath and Light are good.
First questions :
Does the generation of the first light point is good ?
Do I need to compute this point according to the emission of the light source? or is it just the emission ? The line is commented where i'm filling the Vertices structure.
Do I need to translate fromlight ? In order to put it on the sphere
The code below is sampled in the main function. Above it there is two for loops going through all pixels. Camera.o is the eye. CameraRayDir is the direction to the current pixel.
//The path light starting point is at the same position as the light
Ray fromLight(Vec(0, 24.3, 0), Vec());
Sphere light = spheres[7];
#define PDF 0.15915494309 // 1 / (2 * PI)
for(int i = 0; i < samps; ++i)
{
std::vector<Vertices> PathEye;
std::vector<Vertices> PathLight;
Vec cameraRayDir = cx * (double(x) / w - .5) + cy * (double(y) / h - .5) + camera.d;
Ray rayEye(camera.o, cameraRayDir.norm());
// Hemisphere oriented towards the top
fromLight.d = generateRayInHemisphere(fromLight.o,Vec(0,1,0)).d;
double f = clamp(n.dot(fromLight.d.norm()));
Vertices vert;
vert.d = fromLight.d;
vert.x = fromLight.o;
vert.id = 7;
vert.cos = f;
vert.n = Vec(0,1,0).norm();
// this one ?
//vert.couleur = spheres[7].e * f / PDF;
// Or this one ?
vert.couleur = spheres[7].e;
PathLight.push_back(vert);
int sizeEye = generateEyePath(PathEye, rayEye, maxDepth);
int sizeLight = generateLightPath(PathLight, fromLight, maxDepth);
for (int s = 0; s < sizeLight; ++s)
{
for (int t = 1; t < sizeEye; ++t)
{
int depth = t + s - 1;
if ((s == 0 && t == 0) || depth < 0 || depth > maxDepth)
continue;
pixelValue = pixelValue + connectPaths(PathEye, PathLight, s, t);
}
}
}
For the EyePath I intersect the geometry then I compute the illumination according to the distance with the light. The colour is black if the point is in the shadow.
Second question : For the eye path and the direct illumination, is the computation good ? I've seen in many code, people use the pdf even in direct illumination. But I'm only using point light and spheres.
int generateEyePath(std::vector<Vertices>& v, Ray eye, int maxDepth)
{
double t;
int id = 0;
Vertices vert;
int RussianRoulette;
while(v.size() <= maxDepth)
{
if(distribRREye(generatorRREye) < 10)
break;
// Intersect all the geometry
// id is the id of the intersected geometry in an array
intersect(eye, t, id);
const Sphere& obj = spheres[id];
// Intersection point
Vec x = eye.o + eye.d * t;
// normal
Vec n = (x - obj.p).norm();
Vec direction = light.p - x;
// Shadow ray
Ray RaytoLight = Ray(x, direction.norm());
const float distance = direction.length();
// shadow
const bool visibility = intersect(RaytoLight, t, id);
const Sphere &lumiere = spheres[id];
float degree = clamp(n.dot((lumiere.p - x).norm()));
// If the intersected geometry is not a light, then in shadow
if(lumiere.e.x == 0)
{
vert.couleur = Vec();
}
else // else we compute the colour
// obj.c is the brdf, lumiere.e is the emission
vert.couleur = (obj.c).mult(lumiere.e / (distance * distance)) * degree;
vert.x = x;
vert.id = id;
vert.n = n;
vert.d = eye.d.normn();
vert.cos = degree;
v.push_back(vert);
eye = generateRayInHemisphere(x,n);
}
return v.size();
}
For the LightPath, for a given point, I compute it according to the previous one and the values at this point. Like in a common path tracing.\n
Third question: Is the colour computation good ?
int generateLightPath(std::vector<Vertices>& v, Ray fromLight, int maxDepth)
{
double t;
int id = 0;
Vertices vert;
Vec previous;
while(v.size() <= maxDepth)
{
if(distribRRLight(generatorRRLight) < 10)
break;
previous = v.back().couleur;
intersect(fromLight, t, id);
// intersected geometry
const Sphere& obj = spheres[id];
// Intersection point
Vec x = fromLight.o + fromLight.d * t;
// normal
Vec n = (x - obj.p).norm();
double f = clamp(n.dot(fromLight.d.norm()));
// obj.c is the brdf
vert.couleur = previous.mult(((obj.c / M_PI) * f) / PDF);
vert.x = x;
vert.id = id;
vert.n = n;
vert.d = fromLight.d.norm();
vert.cos = f;
v.push_back(vert);
fromLight = generateRayInHemisphere(x,n);
}
return v.size();
}
For the moment I get this result.
enter image description here
The connecting function will come once EyePath and LightPath are good.
Thank you all
Try the spherical reference scene mentioned in this paper. I think then you can work out most of your questions by yourself since it has an analytical solution.
https://www.researchgate.net/publication/221546261_Testing_Monte-Carlo_Global_Illumination_Methods_with_Analytically_Computable_Scenes
It would save your time to implement and verify your understanding with path tracing and light tracing first, then try to combine them with weights.

When can an algorithm have square root(n) time complexity?

Can someone give me example of an algorithm that has square root(n) time complexity. What does square root time complexity even mean?
Square root time complexity means that the algorithm requires O(N^(1/2)) evaluations where the size of input is N.
As an example for an algorithm which takes O(sqrt(n)) time, Grover's algorithm is one which takes that much time. Grover's algorithm is a quantum algorithm for searching an unsorted database of n entries in O(sqrt(n)) time.
Let us take an example to understand how can we arrive at O(sqrt(N)) runtime complexity, given a problem. This is going to be elaborate, but is interesting to understand. (The following example, in the context for answering this question, is taken from Coding Contest Byte: The Square Root Trick , very interesting problem and interesting trick to arrive at O(sqrt(n)) complexity)
Given A, containing an n elements array, implement a data structure for point updates and range sum queries.
update(i, x)-> A[i] := x (Point Updates Query)
query(lo, hi)-> returns A[lo] + A[lo+1] + .. + A[hi]. (Range Sum Query)
The naive solution uses an array. It takes O(1) time for an update (array-index access) and O(hi - lo) = O(n) for the range sum (iterating from start index to end index and adding up).
A more efficient solution splits the array into length k slices and stores the slice sums in an array S.
The update takes constant time, because we have to update the value for A and the value for the corresponding S. In update(6, 5) we have to change A[6] to 5 which results in changing the value of S1 to keep S up to date.
The range-sum query is interesting. The elements of the first and last slice (partially contained in the queried range) have to be traversed one by one, but for slices completely contained in our range we can use the values in S directly and get a performance boost.
In query(2, 14) we get,
query(2, 14) = A[2] + A[3]+ (A[4] + A[5] + A[6] + A[7]) + (A[8] + A[9] + A[10] + A[11]) + A[12] + A[13] + A[14] ;
query(2, 14) = A[2] + A[3] + S[1] + S[2] + A[12] + A[13] + A[14] ;
query(2, 14) = 0 + 7 + 11 + 9 + 5 + 2 + 0;
query(2, 14) = 34;
The code for update and query is:
def update(S, A, i, k, x):
S[i/k] = S[i/k] - A[i] + x
A[i] = x
def query(S, A, lo, hi, k):
s = 0
i = lo
//Section 1 (Getting sum from Array A itself, starting part)
while (i + 1) % k != 0 and i <= hi:
s += A[i]
i += 1
//Section 2 (Getting sum from Slices directly, intermediary part)
while i + k <= hi:
s += S[i/k]
i += k
//Section 3 (Getting sum from Array A itself, ending part)
while i <= hi:
s += A[i]
i += 1
return s
Let us now determine the complexity.
Each query takes on average
Section 1 takes k/2 time on average. (you might iterate atmost k/2)
Section 2 takes n/k time on average, basically number of slices
Section 3 takes k/2 time on average. (you might iterate atmost k/2)
So, totally, we get k/2 + n/k + k/2 = k + n/k time.
And, this is minimized for k = sqrt(n). sqrt(n) + n/sqrt(n) = 2*sqrt(n)
So we get a O(sqrt(n)) time complexity query.
Prime numbers
As mentioned in some other answers, some basic things related to prime numbers take O(sqrt(n)) time:
Find number of divisors
Find sum of divisors
Find Euler's totient
Below I mention two advanced algorithms which also bear sqrt(n) term in their complexity.
MO's Algorithm
try this problem: Powerful array
My solution:
#include <bits/stdc++.h>
using namespace std;
const int N = 1E6 + 10, k = 500;
struct node {
int l, r, id;
bool operator<(const node &a) {
if(l / k == a.l / k) return r < a.r;
else return l < a.l;
}
} q[N];
long long a[N], cnt[N], ans[N], cur_count;
void add(int pos) {
cur_count += a[pos] * cnt[a[pos]];
++cnt[a[pos]];
cur_count += a[pos] * cnt[a[pos]];
}
void rm(int pos) {
cur_count -= a[pos] * cnt[a[pos]];
--cnt[a[pos]];
cur_count -= a[pos] * cnt[a[pos]];
}
int main() {
int n, t;
cin >> n >> t;
for(int i = 1; i <= n; i++) {
cin >> a[i];
}
for(int i = 0; i < t; i++) {
cin >> q[i].l >> q[i].r;
q[i].id = i;
}
sort(q, q + t);
memset(cnt, 0, sizeof(cnt));
memset(ans, 0, sizeof(ans));
int curl(0), curr(0), l, r;
for(int i = 0; i < t; i++) {
l = q[i].l;
r = q[i].r;
/* This part takes O(n * sqrt(n)) time */
while(curl < l)
rm(curl++);
while(curl > l)
add(--curl);
while(curr > r)
rm(curr--);
while(curr < r)
add(++curr);
ans[q[i].id] = cur_count;
}
for(int i = 0; i < t; i++) {
cout << ans[i] << '\n';
}
return 0;
}
Query Buffering
try this problem: Queries on a Tree
My solution:
#include <bits/stdc++.h>
using namespace std;
const int N = 2e5 + 10, k = 333;
vector<int> t[N], ht;
int tm_, h[N], st[N], nd[N];
inline int hei(int v, int p) {
for(int ch: t[v]) {
if(ch != p) {
h[ch] = h[v] + 1;
hei(ch, v);
}
}
}
inline void tour(int v, int p) {
st[v] = tm_++;
ht.push_back(h[v]);
for(int ch: t[v]) {
if(ch != p) {
tour(ch, v);
}
}
ht.push_back(h[v]);
nd[v] = tm_++;
}
int n, tc[N];
vector<int> loc[N];
long long balance[N];
vector<pair<long long,long long>> buf;
inline long long cbal(int v, int p) {
long long ans = balance[h[v]];
for(int ch: t[v]) {
if(ch != p) {
ans += cbal(ch, v);
}
}
tc[v] += ans;
return ans;
}
inline void bal() {
memset(balance, 0, sizeof(balance));
for(auto arg: buf) {
balance[arg.first] += arg.second;
}
buf.clear();
cbal(1,1);
}
int main() {
int q;
cin >> n >> q;
for(int i = 1; i < n; i++) {
int x, y; cin >> x >> y;
t[x].push_back(y); t[y].push_back(x);
}
hei(1,1);
tour(1,1);
for(int i = 0; i < ht.size(); i++) {
loc[ht[i]].push_back(i);
}
vector<int>::iterator lo, hi;
int x, y, type;
for(int i = 0; i < q; i++) {
cin >> type;
if(type == 1) {
cin >> x >> y;
buf.push_back(make_pair(x,y));
}
else if(type == 2) {
cin >> x;
long long ans(0);
for(auto arg: buf) {
hi = upper_bound(loc[arg.first].begin(), loc[arg.first].end(), nd[x]);
lo = lower_bound(loc[arg.first].begin(), loc[arg.first].end(), st[x]);
ans += arg.second * (hi - lo);
}
cout << tc[x] + ans/2 << '\n';
}
else assert(0);
if(i % k == 0) bal();
}
}
There are many cases.
These are the few problems which can be solved in root(n) complexity [better may be possible also].
Find if a number is prime or not.
Grover's Algorithm: allows search (in quantum context) on unsorted input in time proportional to the square root of the size of the input.link
Factorization of the number.
There are many problems that you will face which will demand use of sqrt(n) complexity algorithm.
As an answer to second part:
sqrt(n) complexity means if the input size to your algorithm is n then there approximately sqrt(n) basic operations ( like **comparison** in case of sorting). Then we can say that the algorithm has sqrt(n) time complexity.
Let's analyze the 3rd problem and it will be clear.
let's n= positive integer. Now there exists 2 positive integer x and y such that
x*y=n;
Now we know that whatever be the value of x and y one of them will be less than sqrt(n). As if both are greater than sqrt(n)
x>sqrt(n) y>sqrt(n) then x*y>sqrt(n)*sqrt(n) => n>n--->contradiction.
So if we check 2 to sqrt(n) then we will have all the factors considered ( 1 and n are trivial factors).
Code snippet:
int n;
cin>>n;
print 1,n;
for(int i=2;i<=sqrt(n);i++) // or for(int i=2;i*i<=n;i++)
if((n%i)==0)
cout<<i<<" ";
Note: You might think that not considering the duplicate we can also achieve the above behaviour by looping from 1 to n. Yes that's possible but who wants to run a program which can run in O(sqrt(n)) in O(n).. We always look for the best one.
Go through the book of Cormen Introduction to Algorithms.
I will also request you to read following stackoverflow question and answers they will clear all the doubts for sure :)
Are there any O(1/n) algorithms?
Plain english explanation Big-O
Which one is better?
How do you calculte big-O complexity?
This link provides a very basic beginner understanding of O() i.e., O(sqrt n) time complexity. It is the last example in the video, but I would suggest that you watch the whole video.
https://www.youtube.com/watch?v=9TlHvipP5yA&list=PLDN4rrl48XKpZkf03iYFl-O29szjTrs_O&index=6
The simplest example of an O() i.e., O(sqrt n) time complexity algorithm in the video is:
p = 0;
for(i = 1; p <= n; i++) {
p = p + i;
}
Mr. Abdul Bari is reknowned for his simple explanations of data structures and algorithms.
Primality test
Solution in JavaScript
const isPrime = n => {
for(let i = 2; i <= Math.sqrt(n); i++) {
if(n % i === 0) return false;
}
return true;
};
Complexity
O(N^1/2) Because, for a given value of n, you only need to find if its divisible by numbers from 2 to its root.
JS Primality Test
O(sqrt(n))
A slightly more performant version, thanks to Samme Bae, for enlightening me with this. 😉
function isPrime(n) {
if (n <= 1)
return false;
if (n <= 3)
return true;
// Skip 4, 6, 8, 9, and 10
if (n % 2 === 0 || n % 3 === 0)
return false;
for (let i = 5; i * i <= n; i += 6) {
if (n % i === 0 || n % (i + 2) === 0)
return false;
}
return true;
}
isPrime(677);

Bézier Curve Didn't Draw Straight

I did make algorithm for creating Bézier Curve with Objective-C and Cocos2D. Here is my code
-(int)factorial:(int)x{
int sum=1;
int i;
if(x == 0){
return 1;
}else{
for(i=1;i<x;i++){
sum = sum*i;
}
return sum;
}
}
-(int)binomialCoefficient:(int)n:(int)i{
int sum;
//NSLog([NSString stringWithFormat:#"fac n-i=%f\n", fach] );
sum = [self factorial:n]/([self factorial:i]*[self factorial:(n-i)]);
return sum;
}
-(float)convertT:(int)t{
return t*(0.001);
}
-(float)power:(float)a:(int)b{
int i;
float hasil=1;
for(i=0;i<b;i++){
hasil = hasil*a;
}
return hasil;
}
-(float)bernstein:(float)t:(int)n:(int)i{
float sum = 0;
sum = [self binomialCoefficient:n:i]*[self power:t :i]*[self power:(1-t) :(n-i)];
//NSLog([NSString stringWithFormat:#"yeah"]);
return sum;
}
and for implementation you just put an array of x and y and access it. For example to draw a single dot in control curve I did it like this
float myPx = px[i];
float myPy = py[i];
posx = posx+([self bernstein:theT :banyak-1 :i]*myPx);
posy = posy+([self bernstein:theT :banyak-1 :i]*myPy);
Yes, this code doesn't give the perfect nice line, but I try to draw it dot by dot.
It works well, but the problem arise when I try to use 3 dots. The middle dot for curving the lines didn't behave like what I expected. For example if I put 3 dots in these coordinates:
a(100,200)
b(250,250)
c(500,200)
It didn't curving up but curving down. If I want to put it straight I have to put it all the way higher.
Am I do it wrong in syntax or data types? Or is it just my algorithm?
Thanks in advance
Best Regards
(sorry for my bad english)
The factorial loop should be
for ( i = 1 ; i <= x ; i++ )
instead of
for ( i = 1 ; i < x ; i++ )