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I'm a recovering programmer who has been designing video games since the 1980s, doing things that seem baroquely hardcore in retrospect, like writing Super Nintendo games entirely in assembly language. These days I use whatever tools are the most fun and give me the biggest advantage.

**james.hague @ gmail.com**

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# Revisiting "Tricky When You Least Expect It"

Since writing Tricky When You Least Expect It in June 2010, I've gotten a number of responses offering better solutions to the`angle_diff`

problem. The final version I presented in the original article was this:
angle_diff(Begin, End) ->
D = End - Begin,
DA = abs(D),
case {DA > 180, D > 0} of
{true, true} -> DA - 360;
{true, _} -> 360 - DA;
_ -> D
end.

But, maybe surprisingly, this function can be written in two lines:
angle_diff(Begin, End) ->
(End - Begin + 540) rem 360 - 180.

The key is to shift the difference into the range -180 to 180 before the modulo operation. The "- 180" at the end adjusts it back. One quirk of Erlang is that the modulo operator (rem) gives a negative result if the first value is negative. That's easily fixed by adding 360 to the difference (180 + 360 = 540) to ensure that it's always positive. (Remember that adding 360 to an angle gives the same angle.)
So how did I miss this simpler solution? I got off track by by thinking I needed an absolute value, and things went downhill from there. I'd like to think if I could rewind and re-attempt the problem from scratch, then I'd see the error of my ways, but I suspect I'd miss it the second time, too. And that's what I was getting at when I wrote "Tricky When You Least Expect It": that you never know when it will take some real thought to solve a seemingly simple problem.

(Thanks to Samuel Tardieu, Benjamin Newman, and Greg Rosenblatt, who all sent almost identical solutions.)