slightly changed ui
This commit is contained in:
+21
-9
@@ -41,7 +41,7 @@ func (r *barGraphCanvasRenderer) Layout(size fyne.Size) {
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}
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}
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func (r *barGraphCanvasRenderer) MinSize() fyne.Size {
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func (r *barGraphCanvasRenderer) MinSize() fyne.Size {
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return fyne.NewSize(800, 500)
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return fyne.NewSize(900, 550)
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}
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}
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func (r *barGraphCanvasRenderer) Refresh() {
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func (r *barGraphCanvasRenderer) Refresh() {
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@@ -62,18 +62,18 @@ func (r *barGraphCanvasRenderer) Refresh() {
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}
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}
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// Padding
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// Padding
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topPadding := float32(40)
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topPadding := float32(75)
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bottomPadding := float32(80)
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bottomPadding := float32(80)
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leftPadding := float32(100)
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leftPadding := float32(100)
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rightPadding := float32(20)
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rightPadding := float32(20)
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graphWidth := float32(800) - leftPadding - rightPadding
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graphWidth := float32(900) - leftPadding - rightPadding
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graphHeight := float32(500) - topPadding - bottomPadding
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graphHeight := float32(550) - topPadding - bottomPadding
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// Background
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// Background
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background := canvas.NewRectangle(color.NRGBA{R: 20, G: 20, B: 20, A: 255})
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background := canvas.NewRectangle(color.NRGBA{R: 20, G: 20, B: 20, A: 255})
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background.Move(fyne.NewPos(0, 0))
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background.Move(fyne.NewPos(0, 0))
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background.Resize(fyne.NewSize(800, 500))
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background.Resize(fyne.NewSize(900, 550))
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r.objects = append(r.objects, background)
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r.objects = append(r.objects, background)
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// Y-axis
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// Y-axis
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@@ -91,15 +91,27 @@ func (r *barGraphCanvasRenderer) Refresh() {
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r.objects = append(r.objects, xAxisLine)
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r.objects = append(r.objects, xAxisLine)
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// Title
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// Title
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title := canvas.NewText(fmt.Sprintf("Probability Distribution: %d to %d (%d total outcomes)", stats.MinValue, stats.MaxValue, stats.Total), color.White)
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title := canvas.NewText("Probability Distribution", color.White)
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title.TextSize = 16
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title.TextSize = 16
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title.Move(fyne.NewPos(leftPadding, 10))
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title.Move(fyne.NewPos(leftPadding, 5))
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r.objects = append(r.objects, title)
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r.objects = append(r.objects, title)
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// Statistics info line 1
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statsLine1 := canvas.NewText(fmt.Sprintf("Range: %d to %d | Total Outcomes: %d", stats.MinValue, stats.MaxValue, stats.Total), color.White)
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statsLine1.TextSize = 11
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statsLine1.Move(fyne.NewPos(leftPadding, 22))
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r.objects = append(r.objects, statsLine1)
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// Statistics info line 2
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statsLine2 := canvas.NewText(fmt.Sprintf("Average: %.2f | Most Common: %d", stats.Average, stats.MostCommon), color.White)
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statsLine2.TextSize = 11
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statsLine2.Move(fyne.NewPos(leftPadding, 36))
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r.objects = append(r.objects, statsLine2)
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// Y-axis label
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// Y-axis label
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yLabel := canvas.NewText("Probability (%)", color.White)
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yLabel := canvas.NewText("Probability (%)", color.White)
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yLabel.TextSize = 12
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yLabel.TextSize = 12
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yLabel.Move(fyne.NewPos(10, topPadding+graphHeight/2-30))
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yLabel.Move(fyne.NewPos(15, topPadding+graphHeight/2-40))
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r.objects = append(r.objects, yLabel)
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r.objects = append(r.objects, yLabel)
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// X-axis label
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// X-axis label
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@@ -182,6 +194,6 @@ func ShowStatisticsWindow(expression string) {
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// Create and show the window
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// Create and show the window
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window := fyne.CurrentApp().NewWindow("Statistics: " + expression)
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window := fyne.CurrentApp().NewWindow("Statistics: " + expression)
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window.SetContent(graph)
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window.SetContent(graph)
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window.Resize(fyne.NewSize(800, 500))
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window.Resize(fyne.NewSize(900, 550))
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window.Show()
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window.Show()
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}
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}
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+45
-2
@@ -15,6 +15,8 @@ type DiceStatistics struct {
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Results map[int]int // outcome -> count of ways to achieve it
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Results map[int]int // outcome -> count of ways to achieve it
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Total int // total number of possible outcomes
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Total int // total number of possible outcomes
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Percentages map[int]float64 // outcome -> percentage
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Percentages map[int]float64 // outcome -> percentage
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Average float64 // average/mean value
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MostCommon int // most common (median) value
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}
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}
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// CalculateDiceStatistics calculates the theoretical distribution of possible outcomes for a dice expression
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// CalculateDiceStatistics calculates the theoretical distribution of possible outcomes for a dice expression
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@@ -58,13 +60,18 @@ func CalculateDiceStatistics(expression string) (*DiceStatistics, error) {
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percentages[value] = (float64(count) / float64(totalCount)) * 100
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percentages[value] = (float64(count) / float64(totalCount)) * 100
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}
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}
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return &DiceStatistics{
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stats := &DiceStatistics{
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MinValue: minVal,
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MinValue: minVal,
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MaxValue: maxVal,
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MaxValue: maxVal,
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Results: outcomes,
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Results: outcomes,
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Total: totalCount,
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Total: totalCount,
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Percentages: percentages,
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Percentages: percentages,
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}, nil
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}
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// Calculate average and most common value
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stats.calculateAverageAndMedian()
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return stats, nil
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}
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}
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// Term represents a single term in the expression (dice roll or constant)
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// Term represents a single term in the expression (dice roll or constant)
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@@ -290,3 +297,39 @@ func (s *DiceStatistics) GetMaxPercentage() float64 {
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}
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}
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return maxPercentage
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return maxPercentage
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}
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}
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// calculateAverageAndMedian calculates the average and most common value
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func (s *DiceStatistics) calculateAverageAndMedian() {
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if len(s.Results) == 0 {
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s.Average = 0
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s.MostCommon = 0
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return
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}
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// Calculate average (mean)
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sum := 0
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totalCount := 0
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for value, count := range s.Results {
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sum += value * count
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totalCount += count
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}
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s.Average = float64(sum) / float64(totalCount)
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// Find most common (mode) - the value with highest count
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maxCount := 0
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for value, count := range s.Results {
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if count > maxCount {
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maxCount = count
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s.MostCommon = value
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}
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}
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// If there are tied values, choose the smallest one
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if maxCount > 0 {
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for value, count := range s.Results {
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if count == maxCount && value < s.MostCommon {
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s.MostCommon = value
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}
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}
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}
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}
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