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Elphel
x3domlet
Commits
7df0fde6
Commit
7df0fde6
authored
Jul 21, 2017
by
Oleg Dzhimiev
Browse files
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Plain Diff
Gauss-Newton algorithm as extension to numbers.js
parent
5ae63a0d
Changes
5
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Showing
5 changed files
with
3332 additions
and
356 deletions
+3332
-356
numbers.calculus.extra.js
js/numbers/numbers.calculus.extra.js
+135
-0
numbers.js
js/numbers/numbers.js
+3161
-0
numbers.matrix.extra.js
js/numbers/numbers.matrix.extra.js
+10
-0
ui_align.js
js/ui_align.js
+22
-356
test.html
test.html
+4
-0
No files found.
js/numbers/numbers.calculus.extra.js
0 → 100644
View file @
7df0fde6
/**
* @file numbers.calculus.extra.js
* @brief Gauss-Newton
* @copyright Copyright (C) 2017 Elphel Inc.
* @authors Oleg Dzhimiev <oleg@elphel.com>
*
* @license: GPL-3.0
*
* @licstart The following is the entire license notice for the
* JavaScript code in this page.
*
* The JavaScript code in this page is free software: you can
* redistribute it and/or modify it under the terms of the GNU
* General Public License (GNU GPL) as published by the Free Software
* Foundation, either version 3 of the License, or (at your option)
* any later version. The code is distributed WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU GPL for more details.
*
* As additional permission under GNU GPL version 3 section 7, you
* may distribute non-source (e.g., minimized or compacted) forms of
* that code without the copy of the GNU GPL normally required by
* section 4, provided you include this license notice and a URL
* through which recipients can access the Corresponding Source.
*
* @licend The above is the entire license notice
* for the JavaScript code in this page.
*/
/**
* Gauss-Newton algorithm for minimizing error function which
* is a sum of squared errors for each measurement
*
* @v {Array} vector, initial approximation
* @n {Number} number of measuments
* @r {Function} residual function
* @dr {Array} array of derivative functions
* @eps {Number} precision
*
*/
numbers
.
calculus
.
GaussNewton
=
function
(
v
,
n
,
r
,
dr
,
eps
){
var
epsilon
=
eps
||
1
e
-
8
var
limit
=
1000
var
stop
=
false
var
counter
=
0
var
v0
=
v
while
(
!
stop
){
counter
++
var
v1
=
iterate
(
v0
,
n
,
r
,
dr
)
var
s0
=
sigma
(
v0
,
n
,
r
)
var
s1
=
sigma
(
v1
,
n
,
r
)
if
((
Math
.
abs
(
s1
-
s0
)
<
epsilon
)
||
(
counter
==
limit
)){
stop
=
true
}
v0
=
v1
}
return
{
count
:
counter
,
error
:
s1
,
v
:
v0
}
//functions
function
iterate
(
v
,
n
,
r
,
dr
){
var
J
=
jacobian
(
v
,
n
,
dr
)
var
Jt
=
numbers
.
matrix
.
transpose
(
J
)
// JtJ
J
=
numbers
.
matrix
.
multiply
(
Jt
,
J
)
// (Jt x J)^-1
J
=
numbers
.
matrix
.
inverse
(
J
)
// (Jt x J)^-1 x Jt
J
=
numbers
.
matrix
.
multiply
(
J
,
Jt
)
var
V
=
[]
for
(
var
i
=
0
;
i
<
n
;
i
++
){
V
.
push
([
r
(
i
,
v
)])
}
var
delta
=
numbers
.
matrix
.
multiply
(
J
,
V
)
var
res
=
[]
for
(
var
i
=
0
;
i
<
v
.
length
;
i
++
){
res
[
i
]
=
v
[
i
]
-
delta
[
i
][
0
]
}
return
res
}
function
sigma
(
v
,
n
,
r
){
var
sum
=
0
;
for
(
var
i
=
0
;
i
<
n
;
i
++
){
sum
+=
r
(
i
,
v
)
*
r
(
i
,
v
)
}
sum
=
Math
.
sqrt
(
sum
/
n
)
return
sum
}
function
jacobian
(
v
,
n
,
dr
){
var
J
=
[]
for
(
var
i
=
0
;
i
<
n
;
i
++
){
var
row
=
[]
for
(
var
j
=
0
;
j
<
dr
.
length
;
j
++
){
row
.
push
(
dr
[
j
](
i
,
v
))
}
J
[
i
]
=
row
}
return
J
}
}
js/numbers/numbers.js
0 → 100644
View file @
7df0fde6
!
function
(
e
){
if
(
"object"
==
typeof
exports
&&
"undefined"
!=
typeof
module
)
module
.
exports
=
e
();
else
if
(
"function"
==
typeof
define
&&
define
.
amd
)
define
([],
e
);
else
{
var
f
;
"undefined"
!=
typeof
window
?
f
=
window
:
"undefined"
!=
typeof
global
?
f
=
global
:
"undefined"
!=
typeof
self
&&
(
f
=
self
),
f
.
numbers
=
e
()}}(
function
(){
var
define
,
module
,
exports
;
return
(
function
e
(
t
,
n
,
r
){
function
s
(
o
,
u
){
if
(
!
n
[
o
]){
if
(
!
t
[
o
]){
var
a
=
typeof
require
==
"function"
&&
require
;
if
(
!
u
&&
a
)
return
a
(
o
,
!
0
);
if
(
i
)
return
i
(
o
,
!
0
);
var
f
=
new
Error
(
"Cannot find module '"
+
o
+
"'"
);
throw
f
.
code
=
"MODULE_NOT_FOUND"
,
f
}
var
l
=
n
[
o
]
=
{
exports
:{}};
t
[
o
][
0
].
call
(
l
.
exports
,
function
(
e
){
var
n
=
t
[
o
][
1
][
e
];
return
s
(
n
?
n
:
e
)},
l
,
l
.
exports
,
e
,
t
,
n
,
r
)}
return
n
[
o
].
exports
}
var
i
=
typeof
require
==
"function"
&&
require
;
for
(
var
o
=
0
;
o
<
r
.
length
;
o
++
)
s
(
r
[
o
]);
return
s
})({
1
:[
function
(
require
,
module
,
exports
){
module
.
exports
=
require
(
'./lib/numbers.js'
);
},{
"./lib/numbers.js"
:
2
}],
2
:[
function
(
require
,
module
,
exports
){
/**
* numbers.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
numbers
=
exports
;
// Expose methods
numbers
.
basic
=
require
(
'./numbers/basic'
);
numbers
.
calculus
=
require
(
'./numbers/calculus'
);
numbers
.
complex
=
require
(
'./numbers/complex'
);
numbers
.
dsp
=
require
(
'./numbers/dsp'
);
numbers
.
matrix
=
require
(
'./numbers/matrix'
);
numbers
.
prime
=
require
(
'./numbers/prime'
);
numbers
.
statistic
=
require
(
'./numbers/statistic'
);
numbers
.
generate
=
require
(
'./numbers/generators'
);
numbers
.
random
=
require
(
'./numbers/random'
);
/**
* @property {Number} EPSILON Epsilon (error bound) to be used
* in calculations. Can be set and retrieved freely.
*
* Given the float-point handling by JavaScript, as well as
* the numbersal proficiency of some methods, it is common
* practice to include a bound by which discrepency between
* the "true" answer and the returned value is acceptable.
*
* If no value is provided, 0.001 is default.
*/
numbers
.
EPSILON
=
0.001
;
},{
"./numbers/basic"
:
3
,
"./numbers/calculus"
:
4
,
"./numbers/complex"
:
5
,
"./numbers/dsp"
:
6
,
"./numbers/generators"
:
7
,
"./numbers/matrix"
:
8
,
"./numbers/prime"
:
9
,
"./numbers/random"
:
10
,
"./numbers/statistic"
:
11
}],
3
:[
function
(
require
,
module
,
exports
){
/**
* basic.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
basic
=
exports
;
/**
* Determine the summation of numbers in a given array.
*
* @param {Array} collection of numbers.
* @return {Number} sum of numbers in array.
*/
basic
.
sum
=
function
(
arr
)
{
if
(
Object
.
prototype
.
toString
.
call
(
arr
)
===
'[object Array]'
)
{
var
total
=
0
;
for
(
var
i
=
0
;
i
<
arr
.
length
;
i
++
)
{
if
(
typeof
(
arr
[
i
])
===
'number'
)
{
total
=
total
+
arr
[
i
];
}
else
{
throw
new
Error
(
'All elements in array must be numbers'
);
}
}
return
total
;
}
else
{
throw
new
Error
(
'Input must be of type Array'
);
}
};
/**
* Subtracts elements from one another in array.
*
* e.g [5,3,1,-1] -> 5 - 3 - 1 - (-1) = 2
*
* @param {Array} collection of numbers.
* @return {Number} difference.
*/
basic
.
subtraction
=
function
(
arr
)
{
if
(
Object
.
prototype
.
toString
.
call
(
arr
)
===
'[object Array]'
)
{
var
total
=
arr
[
0
];
if
(
typeof
(
total
)
!==
'number'
)
{
throw
new
Error
(
'All elements in array must be numbers'
);
}
for
(
var
i
=
1
,
length
=
arr
.
length
;
i
<
length
;
i
++
)
{
if
(
typeof
(
arr
[
i
])
===
'number'
)
{
total
-=
arr
[
i
];
}
else
{
throw
new
Error
(
'All elements in array must be numbers'
);
}
}
return
total
;
}
else
{
throw
new
Error
(
'Input must be of type Array'
);
}
};
/**
* Product of all elements in an array.
*
* @param {Array} collection of numbers.
* @return {Number} product.
*/
basic
.
product
=
function
(
arr
)
{
if
(
Object
.
prototype
.
toString
.
call
(
arr
)
===
'[object Array]'
)
{
var
total
=
arr
[
0
];
if
(
typeof
(
total
)
!==
'number'
)
{
throw
new
Error
(
'All elements in array must be numbers'
);
}
for
(
var
i
=
1
,
length
=
arr
.
length
;
i
<
length
;
i
++
)
{
if
(
typeof
(
arr
[
i
])
===
'number'
)
{
total
=
total
*
arr
[
i
];
}
else
{
throw
new
Error
(
'All elements in array must be numbers'
);
}
}
return
total
;
}
else
{
throw
new
Error
(
'Input must be of type Array'
);
}
};
/**
* Return the square of any value.
*
* @param {Number} number
* @return {Number} square of number
*/
basic
.
square
=
function
(
num
)
{
if
(
typeof
(
num
)
!==
'number'
)
{
throw
new
Error
(
'Input must be a number.'
);
}
else
{
return
num
*
num
;
}
};
/**
* Calculate the binomial coefficient (n choose k)
*
* @param {Number} available choices
* @param {Number} number chosen
* @return {Number} number of possible choices
*/
basic
.
binomial
=
function
(
n
,
k
)
{
var
arr
=
[];
function
_binomial
(
n
,
k
)
{
if
(
typeof
(
n
)
!==
'number'
&&
typeof
(
k
)
!==
'number'
)
{
throw
new
Error
(
'Input must be a number.'
);
}
if
(
n
>=
0
&&
k
===
0
)
return
1
;
if
(
n
===
0
&&
k
>
0
)
return
0
;
if
(
arr
[
n
]
&&
arr
[
n
][
k
]
>
0
)
return
arr
[
n
][
k
];
if
(
!
arr
[
n
])
arr
[
n
]
=
[];
arr
[
n
][
k
]
=
_binomial
(
n
-
1
,
k
-
1
)
+
_binomial
(
n
-
1
,
k
);
return
arr
[
n
][
k
];
}
return
_binomial
(
n
,
k
);
};
/**
* Factorial for some integer.
*
* @param {Number} integer.
* @return {Number} result.
*/
basic
.
factorial
=
function
(
num
)
{
if
(
typeof
(
num
)
!==
'number'
)
throw
new
Error
(
"Input must be a number."
);
if
(
num
<
0
)
throw
new
Error
(
"Input must not be negative."
);
var
i
=
2
,
o
=
1
;
while
(
i
<=
num
)
{
o
*=
i
++
;
}
return
o
;
};
/**
* Calculate the greastest common divisor amongst two integers.
*
* @param {Number} number A.
* @param {Number} number B.
* @return {Number} greatest common divisor for integers A, B.
*/
basic
.
gcd
=
function
(
a
,
b
)
{
var
c
;
a
=
+
a
;
b
=
+
b
;
// Same as isNaN() but faster
if
(
a
!==
a
||
b
!==
b
)
{
return
NaN
;
}
//Same as !isFinite() but faster
if
(
a
===
Infinity
||
a
===
-
Infinity
||
b
===
Infinity
||
b
===
-
Infinity
)
{
return
Infinity
;
}
// Checks if a or b are decimals
if
((
a
%
1
!==
0
)
||
(
b
%
1
!==
0
))
{
throw
new
Error
(
"Can only operate on integers"
);
}
while
(
b
)
{
c
=
a
%
b
;
a
=
b
;
b
=
c
;
}
return
(
0
<
a
)
?
a
:
-
a
;
};
/**
* Calculate the least common multiple amongst two integers.
*
* @param {Number} number A.
* @param {Number} number B.
* @return {Number} least common multiple for integers A, B.
*/
basic
.
lcm
=
function
(
num1
,
num2
)
{
return
Math
.
abs
(
num1
*
num2
)
/
basic
.
gcd
(
num1
,
num2
);
};
/**
* Retrieve a specified quantity of elements from an array, at random.
*
* @param {Array} set of values to select from.
* @param {Number} quantity of elements to retrieve.
* @param {Boolean} allow the same number to be returned twice.
* @return {Array} random elements.
*/
basic
.
random
=
function
(
arr
,
quant
,
allowDuplicates
)
{
if
(
arr
.
length
===
0
)
{
throw
new
Error
(
'Empty array'
);
}
else
if
(
quant
>
arr
.
length
&&
!
allowDuplicates
)
{
throw
new
Error
(
'Quantity requested exceeds size of array'
);
}
if
(
allowDuplicates
===
true
)
{
var
result
=
[],
i
;
for
(
i
=
0
;
i
<
quant
;
i
++
)
{
result
[
i
]
=
arr
[
Math
.
floor
(
Math
.
random
()
*
arr
.
length
)];
}
return
result
;
}
else
{
return
basic
.
shuffle
(
arr
).
slice
(
0
,
quant
);
}
};
/**
* Shuffle an array, in place.
*
* @param {Array} array to be shuffled.
* @return {Array} shuffled array.
*/
basic
.
shuffle
=
function
(
array
)
{
var
m
=
array
.
length
,
t
,
i
;
while
(
m
)
{
i
=
Math
.
floor
(
Math
.
random
()
*
m
--
);
t
=
array
[
m
];
array
[
m
]
=
array
[
i
];
array
[
i
]
=
t
;
}
return
array
;
};
/**
* Find maximum value in an array.
*
* @param {Array} array to be traversed.
* @return {Number} maximum value in the array.
*/
basic
.
max
=
function
(
arr
)
{
if
(
!
Array
.
isArray
(
arr
))
{
throw
new
Error
(
"Input must be of type Array"
);
}
var
max
=
-
Infinity
,
val
;
for
(
var
i
=
0
,
len
=
arr
.
length
;
i
<
len
;
i
++
)
{
val
=
+
arr
[
i
];
if
(
max
<
val
)
{
max
=
val
;
}
// Math.max() returns NaN if one of the elements is not a number.
if
(
val
!==
val
)
{
return
NaN
;
}
}
return
max
;
};
/**
* Find minimum value in an array.
*
* @param {Array} array to be traversed.
* @return {Number} minimum value in the array.
*/
basic
.
min
=
function
(
arr
)
{
if
(
!
Array
.
isArray
(
arr
))
{
throw
new
Error
(
"Input must be of type Array"
);
}
var
min
=
+
Infinity
,
val
;
for
(
var
i
=
0
,
len
=
arr
.
length
;
i
<
len
;
i
++
)
{
val
=
+
arr
[
i
];
if
(
val
<
min
)
{
min
=
val
;
}
// Math.min() returns NaN if one of the elements is not a number.
if
(
val
!==
val
)
{
return
NaN
;
}
}
return
min
;
};
/**
* Create a range of numbers.
*
* @param {Number} The start of the range.
* @param {Number} The end of the range.
* @return {Array} An array containing numbers within the range.
*/
basic
.
range
=
function
(
start
,
stop
,
step
)
{
var
array
,
i
=
0
,
len
;
if
(
arguments
.
length
<=
1
)
{
stop
=
start
||
0
;
start
=
0
;
}
step
=
step
||
1
;
if
(
stop
<
start
)
{
step
=
0
-
Math
.
abs
(
step
);
}
len
=
Math
.
max
(
Math
.
ceil
((
stop
-
start
)
/
step
)
+
1
,
0
);
array
=
new
Array
(
len
);
while
(
i
<
len
)
{
array
[
i
++
]
=
start
;
start
+=
step
;
}
return
array
;
};
/**
* Determine if the number is an integer.
*
* @param {Number} the number
* @return {Boolean} true for int, false for not int.
*/
basic
.
isInt
=
function
(
n
)
{
return
n
%
1
===
0
;
};
/**
* Calculate the divisor and modulus of two integers.
*
* @param {Number} int a.
* @param {Number} int b.
* @return {Array} [div, mod].
*/
basic
.
divMod
=
function
(
a
,
b
)
{
if
(
b
<=
0
)
throw
new
Error
(
"b cannot be zero. Undefined."
);
if
(
!
basic
.
isInt
(
a
)
||
!
basic
.
isInt
(
b
))
throw
new
Error
(
"A or B are not integers."
);
return
[
Math
.
floor
(
a
/
b
),
a
%
b
];
};
/**
* Calculate:
* if b >= 1: a^b mod m.
* if b = -1: modInverse(a, m).
* if b < 1: finds a modular rth root of a such that b = 1/r.
*
* @param {Number} Number a.
* @param {Number} Number b.
* @param {Number} Modulo m.
* @return {Number} see the above documentation for return values.
*/
basic
.
powerMod
=
function
(
a
,
b
,
m
)
{
if
(
typeof
(
a
)
!==
'number'
||
typeof
(
b
)
!==
'number'
||
typeof
(
m
)
!==
'number'
)
throw
new
Error
(
"Inputs must be numbers."
);
// If b < -1 should be a small number, this method should work for now.
if
(
b
<
-
1
)
return
Math
.
pow
(
a
,
b
)
%
m
;
if
(
b
===
0
)
return
1
%
m
;
if
(
b
>=
1
)
{
var
result
=
1
;
while
(
b
>
0
)
{
if
((
b
%
2
)
===
1
)
{
result
=
(
result
*
a
)
%
m
;
}
a
=
(
a
*
a
)
%
m
;
b
=
b
>>
1
;
}
return
result
;
}
if
(
b
===
-
1
)
return
basic
.
modInverse
(
a
,
m
);
if
(
b
<
1
)
{
return
basic
.
powerMod
(
a
,
Math
.
pow
(
b
,
-
1
),
m
);
}
};
/**
* Calculate the extended Euclid Algorithm or extended GCD.
*
* @param {Number} int a.
* @param {Number} int b.
* @return {Array} [a, x, y] a is the GCD. x and y are the values such that ax + by = gcd(a, b) .
*/
basic
.
egcd
=
function
(
a
,
b
)
{
a
=
+
a
;
b
=
+
b
;
// Same as isNaN() but faster
if
(
a
!==
a
||
b
!==
b
)
{
return
[
NaN
,
NaN
,
NaN
];
}
//Same as !isFinite() but faster
if
(
a
===
Infinity
||
a
===
-
Infinity
||
b
===
Infinity
||
b
===
-
Infinity
)
{
return
[
Infinity
,
Infinity
,
Infinity
];
}
// Checks if a or b are decimals
if
((
a
%
1
!==
0
)
||
(
b
%
1
!==
0
))
{
throw
new
Error
(
"Can only operate on integers"
);
}
var
signX
=
(
a
<
0
)
?
-
1
:
1
,
signY
=
(
b
<
0
)
?
-
1
:
1
,
x
=
0
,
y
=
1
,
oldX
=
1
,
oldY
=
0
,
q
,
r
,
m
,
n
;
a
=
Math
.
abs
(
a
);
b
=
Math
.
abs
(
b
);
while
(
a
!==
0
)
{
q
=
Math
.
floor
(
b
/
a
);
r
=
b
%
a
;
m
=
x
-
oldX
*
q
;
n
=
y
-
oldY
*
q
;
b
=
a
;
a
=
r
;
x
=
oldX
;
y
=
oldY
;
oldX
=
m
;
oldY
=
n
;
}
return
[
b
,
signX
*
x
,
signY
*
y
];
};
/**
* Calculate the modular inverse of a number.
*
* @param {Number} Number a.
* @param {Number} Modulo m.
* @return {Number} if true, return number, else throw error.
*/
basic
.
modInverse
=
function
(
a
,
m
)
{
var
r
=
basic
.
egcd
(
a
,
m
);
if
(
r
[
0
]
!==
1
)
throw
new
Error
(
'No modular inverse exists'
);
return
r
[
1
]
%
m
;
};
/**
* Determine is two numbers are equal within a given margin of precision.
*
* @param {Number} first number.
* @param {Number} second number.
* @param {Number} epsilon.
*/
basic
.
numbersEqual
=
function
(
first
,
second
,
epsilon
)
{
if
(
typeof
(
first
)
!==
'number'
||
typeof
(
second
)
!==
'number'
||
typeof
(
epsilon
)
!==
'number'
)
throw
new
Error
(
"First and Second must be numbers."
);
return
(
first
-
second
)
<
epsilon
&&
(
first
-
second
)
>
-
epsilon
;
};
/**
* Calculate the falling factorial of a number
*
* {@see http://mathworld.wolfram.com/FallingFactorial.html}
*
* @param {Number} Base
* @param {Number} Steps to fall
* @returns {Number} Result
*/
basic
.
fallingFactorial
=
function
(
n
,
k
)
{
var
i
=
(
n
-
k
+
1
),
r
=
1
;
if
(
n
<
0
)
{
throw
new
Error
(
"n cannot be negative."
);
}
if
(
k
>
n
)
{
throw
new
Error
(
"k cannot be greater than n."
);
}
while
(
i
<=
n
)
{
r
*=
i
++
;
}
return
r
;
};
/**
* Calculate the permutation (n choose k)
*
* @param {Number} available choices
* @param {Number} number chosen
* @return {Number} number of ordered variations
*/
basic
.
permutation
=
function
(
n
,
k
)
{
if
(
n
<=
0
)
{
throw
new
Error
(
"n cannot be less than or equal to 0."
);
}
if
(
n
<
k
)
{
throw
new
Error
(
"k cannot be greater than k."
);
}
var
binomial
=
basic
.
binomial
(
n
,
k
);
var
permutation
=
binomial
*
basic
.
factorial
(
k
);
return
permutation
;
};
},{}],
4
:[
function
(
require
,
module
,
exports
){
/**
* calculus.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
numbers
=
require
(
'../numbers'
);
var
calculus
=
exports
;
/**
* Calculate point differential for a specified function at a
* specified point. For functions of one variable.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to be evaluated.
* @return {Number} result.
*/
calculus
.
pointDiff
=
function
(
func
,
point
)
{
var
a
=
func
(
point
-
0.001
);
var
b
=
func
(
point
+
0.001
);
return
(
b
-
a
)
/
(
0.002
);
};
/**
* Calculate riemann sum for a specified, one variable, function
* from a starting point, to a finishing point, with n divisions.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to initiate evaluation.
* @param {Number} point to complete evaluation.
* @param {Number} quantity of divisions.
* @param {Function} (Optional) Function that returns which value
* to sample on each interval; if none is provided, left endpoints
* will be used.
* @return {Number} result.
*/
calculus
.
Riemann
=
function
(
func
,
start
,
finish
,
n
,
sampler
)
{
var
inc
=
(
finish
-
start
)
/
n
;
var
totalHeight
=
0
;
var
i
;
if
(
typeof
sampler
===
'function'
)
{
for
(
i
=
start
;
i
<
finish
;
i
+=
inc
)
{
totalHeight
+=
func
(
sampler
(
i
,
i
+
inc
));
}
}
else
{
for
(
i
=
start
;
i
<
finish
;
i
+=
inc
)
{
totalHeight
+=
func
(
i
);
}
}
return
totalHeight
*
inc
;
};
/**
* Helper function in calculating integral of a function
* from a to b using simpson quadrature.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to initiate evaluation.
* @param {Number} point to complete evaluation.
* @return {Number} evaluation.
*/
function
SimpsonDef
(
func
,
a
,
b
)
{
var
c
=
(
a
+
b
)
/
2
;
var
d
=
Math
.
abs
(
b
-
a
)
/
6
;
return
d
*
(
func
(
a
)
+
4
*
func
(
c
)
+
func
(
b
));
}
/**
* Helper function in calculating integral of a function
* from a to b using simpson quadrature. Manages recursive
* investigation, handling evaluations within an error bound.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to initiate evaluation.
* @param {Number} point to complete evaluation.
* @param {Number} total value.
* @param {Number} Error bound (epsilon).
* @return {Number} recursive evaluation of left and right side.
*/
function
SimpsonRecursive
(
func
,
a
,
b
,
whole
,
eps
)
{
var
c
=
a
+
b
;
var
left
=
SimpsonDef
(
func
,
a
,
c
);
var
right
=
SimpsonDef
(
func
,
c
,
b
);
if
(
Math
.
abs
(
left
+
right
-
whole
)
<=
15
*
eps
)
{
return
left
+
right
+
(
left
+
right
-
whole
)
/
15
;
}
else
{
return
SimpsonRecursive
(
func
,
a
,
c
,
eps
/
2
,
left
)
+
SimpsonRecursive
(
func
,
c
,
b
,
eps
/
2
,
right
);
}
}
/**
* Evaluate area under a curve using adaptive simpson quadrature.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to initiate evaluation.
* @param {Number} point to complete evaluation.
* @param {Number} Optional error bound (epsilon);
* global error bound will be used as a fallback.
* @return {Number} area underneath curve.
*/
calculus
.
adaptiveSimpson
=
function
(
func
,
a
,
b
,
eps
)
{
eps
=
(
typeof
eps
===
'undefined'
)
?
numbers
.
EPSILON
:
eps
;
return
SimpsonRecursive
(
func
,
a
,
b
,
SimpsonDef
(
func
,
a
,
b
),
eps
);
};
/**
* Calculate limit of a function at a given point. Can approach from
* left, middle, or right.
*
* @param {Function} math function to be evaluated.
* @param {Number} point to evaluate.
* @param {String} approach to limit.
* @return {Number} limit.
*/
calculus
.
limit
=
function
(
func
,
point
,
approach
)
{
if
(
approach
===
'left'
)
{
return
func
(
point
-
1
e
-
15
);
}
else
if
(
approach
===
'right'
)
{
return
func
(
point
+
1
e
-
15
);
}
else
if
(
approach
===
'middle'
)
{
return
(
calculus
.
limit
(
func
,
point
,
'left'
)
+
calculus
.
limit
(
func
,
point
,
'right'
))
/
2
;
}
else
{
throw
new
Error
(
'Approach not provided'
);
}
};
/**
* Calculate Stirling approximation gamma.
*
* @param {Number} number to calculate.
* @return {Number} gamma.
*/
calculus
.
StirlingGamma
=
function
(
num
)
{
return
Math
.
sqrt
(
2
*
Math
.
PI
/
num
)
*
Math
.
pow
((
num
/
Math
.
E
),
num
);
};
/**
* Calculate Lanczos approximation gamma.
*
* @param {Number} number to calculate.
* @return {Number} gamma.
*/
calculus
.
LanczosGamma
=
function
(
num
)
{
var
p
=
[
0.99999999999980993
,
676.5203681218851
,
-
1259.1392167224028
,
771.32342877765313
,
-
176.61502916214059
,
12.507343278686905
,
-
0.13857109526572012
,
9.9843695780195716
e
-
6
,
1.5056327351493116
e
-
7
];
var
i
;
var
g
=
7
;
if
(
num
<
0.5
)
return
Math
.
PI
/
(
Math
.
sin
(
Math
.
PI
*
num
)
*
calculus
.
LanczosGamma
(
1
-
num
));
num
-=
1
;
var
a
=
p
[
0
];
var
t
=
num
+
g
+
0.5
;
for
(
i
=
1
;
i
<
p
.
length
;
i
++
)
{
a
+=
p
[
i
]
/
(
num
+
i
);
}
return
Math
.
sqrt
(
2
*
Math
.
PI
)
*
Math
.
pow
(
t
,
num
+
0.5
)
*
Math
.
exp
(
-
t
)
*
a
;
};
/**
* Calculate the integral of f(x1,x2,...) over intervals
* [a1,b1], [a2,b2], ..., using the montecarlo method:
*
* integral of f(x,y) = (1/N)*(b2-a2)*(b1-a1)*sum(f)
*
* where N = number of points for f to be evaluated at.
* The error for this method is about 1/root(N) and will
* always converge.
*
* @param {Function} math function.
* @param {Number} number of points
* @param {Array(s)} intervals
* @return {Number} approximation to integral
*/
calculus
.
MonteCarlo
=
function
(
func
,
N
)
{
//takes an arbitrary number of arguments after N
//all of the arguments must be arrays which are intervals
if
(
arguments
.
length
<
2
)
{
throw
new
Error
(
'Please enter at least one interval.'
);
}
else
if
(
N
<=
0
)
{
throw
new
Error
(
'Please use a positive integer for N.'
);
}
var
L
=
[];
N
=
Math
.
ceil
(
N
);
for
(
var
i
=
2
;
i
<
arguments
.
length
;
i
++
)
{
L
.
push
(
arguments
[
i
]);
}
var
coeff
=
L
.
map
(
function
(
l
)
{
//subtract the endpoints
return
l
[
1
]
-
l
[
0
];
}).
reduce
(
function
(
a
,
b
)
{
//multiply each endpoint difference
return
a
*
b
;
})
/
N
;
var
fvals
=
numbers
.
matrix
.
transpose
(
L
.
map
(
function
(
l
)
{
//generate an array of arrays, each nested array being N
//random values in each interval - N-by-3 array, and then
//transpose it to get a 3-by-N array
return
numbers
.
statistic
.
randomSample
(
l
[
0
],
l
[
1
],
N
);
})).
map
(
function
(
l
)
{
//evaluate func at each set of points
return
func
.
apply
(
null
,
[
l
[
0
],
l
[
1
],
l
[
2
]]);
});
return
coeff
*
fvals
.
reduce
(
function
(
a
,
b
)
{
return
a
+
b
;
});
};
},{
"../numbers"
:
2
}],
5
:[
function
(
require
,
module
,
exports
){
/**
* complex.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
numbers
=
require
(
'../numbers'
);
var
basic
=
numbers
.
basic
;
var
Complex
=
function
(
re
,
im
)
{
this
.
re
=
re
;
this
.
im
=
im
;
this
.
r
=
this
.
magnitude
();
this
.
t
=
this
.
phase
();
// theta = t = arg(z)
};
/**
* Add a complex number to this one.
*
* @param {Complex} Number to add.
* @return {Complex} New complex number (sum).
*/
Complex
.
prototype
.
add
=
function
(
addend
)
{
return
new
Complex
(
this
.
re
+
addend
.
re
,
this
.
im
+
addend
.
im
);
};
/**
* Subtract a complex number from this one.
*
* @param {Complex} Number to subtract.
* @return {Complex} New complex number (difference).
*/
Complex
.
prototype
.
subtract
=
function
(
subtrahend
)
{
return
new
Complex
(
this
.
re
-
subtrahend
.
re
,
this
.
im
-
subtrahend
.
im
);
};
/**
* Multiply a complex number with this one.
*
* @param {Complex} Number to multiply by.
* @return {Complex} New complex number (product).
*/
Complex
.
prototype
.
multiply
=
function
(
multiplier
)
{
var
re
=
this
.
re
*
multiplier
.
re
-
this
.
im
*
multiplier
.
im
;
var
im
=
this
.
im
*
multiplier
.
re
+
this
.
re
*
multiplier
.
im
;
return
new
Complex
(
re
,
im
);
};
/**
* Divide this number with another complex number.
*
* @param {Complex} Divisor.
* @return {Complex} New complex number (quotient).
*/
Complex
.
prototype
.
divide
=
function
(
divisor
)
{
var
denominator
=
divisor
.
re
*
divisor
.
re
+
divisor
.
im
*
divisor
.
im
;
var
re
=
(
this
.
re
*
divisor
.
re
+
this
.
im
*
divisor
.
im
)
/
denominator
;
var
im
=
(
this
.
im
*
divisor
.
re
-
this
.
re
*
divisor
.
im
)
/
denominator
;
return
new
Complex
(
re
,
im
);
};
/**
* Get the magnitude of this number.
*
* @return {Number} Magnitude.
*/
Complex
.
prototype
.
magnitude
=
function
()
{
return
Math
.
sqrt
(
this
.
re
*
this
.
re
+
this
.
im
*
this
.
im
);
};
/**
* Get the phase of this number.
*
* @return {Number} Phase.
*/
Complex
.
prototype
.
phase
=
function
()
{
return
Math
.
atan2
(
this
.
im
,
this
.
re
);
};
/**
* Conjugate the imaginary part
*
* @return {Complex} Conjugated number
*/
Complex
.
prototype
.
conjugate
=
function
()
{
return
new
Complex
(
this
.
re
,
-
1
*
this
.
im
);
};
/**
* Raises this complex number to the nth power.
*
* @param {number} power to raise this complex number to.
* @return {Complex} the nth power of this complex number.
*/
Complex
.
prototype
.
pow
=
function
(
n
)
{
var
constant
=
Math
.
pow
(
this
.
magnitude
(),
n
);
return
new
Complex
(
constant
*
Math
.
cos
(
n
*
this
.
phase
()),
constant
*
Math
.
sin
(
n
*
this
.
phase
()));
};
/**
* Raises this complex number to given complex power.
*
* @param complexN the complex number to raise this complex number to.
* @return {Complex} this complex number raised to the given complex number.
*/
Complex
.
prototype
.
complexPow
=
function
(
complexN
)
{
var
realSqPlusImSq
=
Math
.
pow
(
this
.
re
,
2
)
+
Math
.
pow
(
this
.
im
,
2
);
var
multiplier
=
Math
.
pow
(
realSqPlusImSq
,
complexN
.
re
/
2
)
*
Math
.
pow
(
Math
.
E
,
-
complexN
.
im
*
this
.
phase
());
var
theta
=
complexN
.
re
*
this
.
phase
()
+
0.5
*
complexN
.
im
*
Math
.
log
(
realSqPlusImSq
);
return
new
Complex
(
multiplier
*
Math
.
cos
(
theta
),
multiplier
*
Math
.
sin
(
theta
));
};
/**
* Find all the nth roots of this complex number.
*
* @param {Number} root of this complex number to take.
* @return {Array} an array of size n with the roots of this complex number.
*/
Complex
.
prototype
.
roots
=
function
(
n
)
{
var
result
=
new
Array
(
n
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
theta
=
(
this
.
phase
()
+
2
*
Math
.
PI
*
i
)
/
n
;
var
radiusConstant
=
Math
.
pow
(
this
.
magnitude
(),
1
/
n
);
result
[
i
]
=
(
new
Complex
(
radiusConstant
*
Math
.
cos
(
theta
),
radiusConstant
*
Math
.
sin
(
theta
)));
}
return
result
;
};
/**
* Returns the sine of this complex number.
*
* @return {Complex} the sine of this complex number.
*/
Complex
.
prototype
.
sin
=
function
()
{
var
E
=
new
Complex
(
Math
.
E
,
0
);
var
i
=
new
Complex
(
0
,
1
);
var
negativeI
=
new
Complex
(
0
,
-
1
);
var
numerator
=
E
.
complexPow
(
i
.
multiply
(
this
)).
subtract
(
E
.
complexPow
(
negativeI
.
multiply
(
this
)));
return
numerator
.
divide
(
new
Complex
(
0
,
2
));
};
/**
* Returns the cosine of this complex number.
*
* @return {Complex} the cosine of this complex number.
*/
Complex
.
prototype
.
cos
=
function
()
{
var
E
=
new
Complex
(
Math
.
E
,
0
);
var
i
=
new
Complex
(
0
,
1
);
var
negativeI
=
new
Complex
(
0
,
-
1
);
var
numerator
=
E
.
complexPow
(
i
.
multiply
(
this
)).
add
(
E
.
complexPow
(
negativeI
.
multiply
(
this
)));
return
numerator
.
divide
(
new
Complex
(
2
,
0
));
};
/**
* Returns the tangent of this complex number.
*
* @return {Complex} the tangent of this complex number.
*/
Complex
.
prototype
.
tan
=
function
()
{
return
this
.
sin
().
divide
(
this
.
cos
());
};
/**
* Checks for equality between this complex number and another
* within a given range defined by epsilon.
*
* @param {Complex} complex number to check this number against.
* @param {Number} epsilon
* @return {boolean} true if equal within epsilon, false otherwise
*/
Complex
.
prototype
.
equals
=
function
(
complex
,
epsilon
)
{
return
basic
.
numbersEqual
(
this
.
re
,
complex
.
re
,
epsilon
)
&&
basic
.
numbersEqual
(
this
.
im
,
complex
.
im
,
epsilon
);
};
module
.
exports
=
Complex
;
},{
"../numbers"
:
2
}],
6
:[
function
(
require
,
module
,
exports
){
/**
* dsp.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
numbers
=
require
(
'../numbers'
);
var
Complex
=
numbers
.
complex
;
var
dsp
=
exports
;
/**
* Returns an array composed of elements from arr, starting at index start
* and counting by step.
*
* @param {Array} Input array.
* @param {Number} Starting array index.
* @param {Number} Step size.
* @return {Array} Resulting sub-array.
*/
dsp
.
segment
=
function
(
arr
,
start
,
step
)
{
var
result
=
[];
for
(
var
i
=
start
;
i
<
arr
.
length
;
i
+=
step
)
{
result
.
push
(
arr
[
i
]);
}
return
result
;
};
/**
* Returns an array of complex numbers representing the frequency spectrum
* of real valued time domain sequence x. (x.length must be integer power of 2)
* Inspired by http://rosettacode.org/wiki/Fast_Fourier_transform#Python
*
* @param {Array} Real-valued series input, eg. time-series.
* @return {Array} Array of complex numbers representing input signal in Fourier domain.
*/
dsp
.
fft
=
function
(
x
)
{
var
N
=
x
.
length
;
if
(
N
<=
1
)
{
return
[
new
Complex
(
x
[
0
],
0
)];
}
if
(
Math
.
log
(
N
)
/
Math
.
LN2
%
1
!==
0
)
{
throw
new
Error
(
'Array length must be integer power of 2'
);
}
var
even
=
dsp
.
fft
(
dsp
.
segment
(
x
,
0
,
2
));
var
odd
=
dsp
.
fft
(
dsp
.
segment
(
x
,
1
,
2
));
var
res
=
[],
Nby2
=
N
/
2
;
for
(
var
k
=
0
;
k
<
N
;
k
++
)
{
var
tmpPhase
=
-
2
*
Math
.
PI
*
k
/
N
;
var
phasor
=
new
Complex
(
Math
.
cos
(
tmpPhase
),
Math
.
sin
(
tmpPhase
));
if
(
k
<
Nby2
)
{
res
[
k
]
=
even
[
k
].
add
(
phasor
.
multiply
(
odd
[
k
]));
}
else
{
res
[
k
]
=
even
[
k
-
Nby2
].
subtract
(
phasor
.
multiply
(
odd
[
k
-
Nby2
]));
}
}
return
res
;
};
},{
"../numbers"
:
2
}],
7
:[
function
(
require
,
module
,
exports
){
/**
* generators.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski, Kartik Talwar
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
generate
=
exports
;
/**
* Fast Fibonacci Implementation
*
* @param {Number} number to calculate
* @return {Number} nth fibonacci number
*/
generate
.
fibonacci
=
function
(
n
)
{
// Adapted from
// http://bosker.wordpress.com/2011/04/29/the-worst-algorithm-in-the-world/
var
bitSystem
=
function
(
n
)
{
var
bit
,
bits
=
[];
while
(
n
>
0
)
{
bit
=
(
n
<
2
)
?
n
:
n
%
2
;
n
=
Math
.
floor
(
n
/
2
);
bits
.
push
(
bit
);
}
return
bits
.
reverse
();
};
var
a
=
1
;
var
b
=
0
;
var
c
=
1
;
var
system
=
bitSystem
(
n
);
var
temp
;
for
(
var
i
=
0
;
i
<
system
.
length
;
i
++
)
{
var
bit
=
system
[
i
];
if
(
bit
)
{
temp
=
[(
a
+
c
)
*
b
,
(
b
*
b
)
+
(
c
*
c
)];
a
=
temp
[
0
];
b
=
temp
[
1
];
}
else
{
temp
=
[(
a
*
a
)
+
(
b
*
b
),
(
a
+
c
)
*
b
];
a
=
temp
[
0
];
b
=
temp
[
1
];
}
c
=
a
+
b
;
}
return
b
;
};
/**
* Populate the given array with a Collatz Sequence.
*
* @param {Number} first number.
* @param {Array} arrary to be populated.
* @return {Array} array populated with Collatz sequence
*/
generate
.
collatz
=
function
(
n
,
result
)
{
result
.
push
(
n
);
if
(
n
===
1
)
{
return
;
}
else
if
(
n
%
2
===
0
)
{
generate
.
collatz
(
n
/
2
,
result
);
}
else
{
generate
.
collatz
(
3
*
n
+
1
,
result
);
}
};
},{}],
8
:[
function
(
require
,
module
,
exports
){
/**
* matrix.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
matrix
=
exports
;
var
ERROR_MATRIX_NOT_SQUARE
=
'Matrix must be square.'
,
ERROR_VECTOR_NOT_2D
=
'Only two dimensional operations are supported at this time.'
;
/**
* Check to see if a point is 2D. Used in all 2D vector functions.
* Throw error if it's not.
*
* @param {Array} point in question.
* @return {undefined} nothing is returned.
*/
matrix
.
_check2DVector
=
function
(
point
)
{
if
(
point
.
length
!==
2
)
{
throw
new
Error
(
ERROR_VECTOR_NOT_2D
);
}
};
/**
* Return a deep copy of the input matrix.
*
* @param {Array} matrix to copy.
* @return {Array} copied matrix.
*/
matrix
.
deepCopy
=
function
(
arr
)
{
if
(
!
Array
.
isArray
(
arr
))
{
throw
new
Error
(
'Input must be a matrix.'
);
}
else
if
(
arr
[
0
][
0
]
===
undefined
)
{
throw
new
Error
(
'Input cannot be a vector.'
);
}
var
result
=
new
Array
(
arr
.
length
);
for
(
var
i
=
0
;
i
<
arr
.
length
;
i
++
)
{
result
[
i
]
=
arr
[
i
].
slice
();
}
return
result
;
};
/**
* Return true if matrix is square, false otherwise.
*
* @param {Array} arr
* @return {Boolean}
*/
matrix
.
isSquare
=
function
(
arr
)
{
if
(
!
Array
.
isArray
(
arr
))
{
throw
new
Error
(
'Input must be a matrix.'
);
}
else
if
(
arr
[
0
][
0
]
===
undefined
)
{
throw
new
Error
(
'Input cannot be a vector.'
);
}
var
rows
=
arr
.
length
;
for
(
var
i
=
0
;
i
<
rows
;
i
++
)
{
if
(
arr
[
i
].
length
!==
rows
)
return
false
;
}
return
true
;
};
/**
* Add two matrices together. Matrices must be of same dimension.
*
* @param {Array} matrix A.
* @param {Array} matrix B.
* @return {Array} summed matrix.
*/
matrix
.
addition
=
function
(
arrA
,
arrB
)
{
if
(
arrA
.
length
!==
arrB
.
length
||
arrA
[
0
].
length
!==
arrB
[
0
].
length
)
{
throw
new
Error
(
'Matrix mismatch'
);
}
var
result
=
new
Array
(
arrA
.
length
),
i
;
if
(
!
arrA
[
0
].
length
)
{
// The arrays are vectors.
for
(
i
=
0
;
i
<
arrA
.
length
;
i
++
)
{
result
[
i
]
=
arrA
[
i
]
+
arrB
[
i
];
}
}
else
{
for
(
i
=
0
;
i
<
arrA
.
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
arrA
[
i
].
length
);
for
(
var
j
=
0
;
j
<
arrA
[
i
].
length
;
j
++
)
{
result
[
i
][
j
]
=
arrA
[
i
][
j
]
+
arrB
[
i
][
j
];
}
}
}
return
result
;
};
/**
* Subtract one matrix from another (A - B). Matrices must be of same dimension.
*
* @param {Array} matrix A.
* @param {Array} matrix B.
* @return {Array} subtracted matrix.
*/
matrix
.
subtraction
=
function
(
arrA
,
arrB
)
{
if
(
arrA
.
length
!==
arrB
.
length
||
arrA
[
0
].
length
!==
arrB
[
0
].
length
)
{
throw
new
Error
(
"Matrix mismatch"
);
}
var
result
=
new
Array
(
arrA
.
length
),
i
;
if
(
!
arrA
[
0
].
length
)
{
// The arrays are vectors.
for
(
i
=
0
;
i
<
arrA
.
length
;
i
++
)
{
result
[
i
]
=
arrA
[
i
]
-
arrB
[
i
];
}
}
else
{
for
(
i
=
0
;
i
<
arrA
.
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
arrA
[
i
].
length
);
for
(
var
j
=
0
;
j
<
arrA
[
i
].
length
;
j
++
)
{
result
[
i
][
j
]
=
arrA
[
i
][
j
]
-
arrB
[
i
][
j
];
}
}
}
return
result
;
};
/**
* Scalar multiplication on an matrix.
*
* @param {Array} matrix.
* @param {Number} scalar.
* @return {Array} updated matrix.
*/
matrix
.
scalar
=
function
(
arr
,
val
)
{
for
(
var
i
=
0
;
i
<
arr
.
length
;
i
++
)
{
for
(
var
j
=
0
;
j
<
arr
[
i
].
length
;
j
++
)
{
arr
[
i
][
j
]
=
val
*
arr
[
i
][
j
];
}
}
return
arr
;
};
/**
* Transpose a matrix.
*
* @param {Array} matrix.
* @return {Array} transposed matrix.
*/
matrix
.
transpose
=
function
(
arr
)
{
var
result
=
new
Array
(
arr
[
0
].
length
);
for
(
var
i
=
0
;
i
<
arr
[
0
].
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
arr
.
length
);
for
(
var
j
=
0
;
j
<
arr
.
length
;
j
++
)
{
result
[
i
][
j
]
=
arr
[
j
][
i
];
}
}
return
result
;
};
/**
* Create an identity matrix of dimension n x n.
*
* @param {Number} dimension of the identity array to be returned.
* @return {Array} n x n identity matrix.
*/
matrix
.
identity
=
function
(
n
)
{
var
result
=
new
Array
(
n
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
result
[
i
]
=
new
Array
(
n
);
for
(
var
j
=
0
;
j
<
n
;
j
++
)
{
result
[
i
][
j
]
=
(
i
===
j
)
?
1
:
0
;
}
}
return
result
;
};
/**
* Evaluate dot product of two vectors. Vectors must be of same length.
*
* @param {Array} vector.
* @param {Array} vector.
* @return {Array} dot product.
*/
matrix
.
dotproduct
=
function
(
vectorA
,
vectorB
)
{
if
(
vectorA
.
length
!==
vectorB
.
length
)
{
throw
new
Error
(
"Vector mismatch"
);
}
var
result
=
0
;
for
(
var
i
=
0
;
i
<
vectorA
.
length
;
i
++
)
{
result
+=
vectorA
[
i
]
*
vectorB
[
i
];
}
return
result
;
};
/**
* Multiply two matrices. They must abide by standard matching.
*
* e.g. A x B = (m x n) x (n x m), where n, m are integers who define
* the dimensions of matrices A, B.
*
* @param {Array} matrix.
* @param {Array} matrix.
* @return {Array} result of multiplied matrices.
*/
matrix
.
multiply
=
function
(
arrA
,
arrB
)
{
if
(
arrA
[
0
].
length
!==
arrB
.
length
)
{
throw
new
Error
(
"Matrix mismatch"
);
}
var
result
=
new
Array
(
arrA
.
length
);
for
(
var
x
=
0
;
x
<
arrA
.
length
;
x
++
)
{
result
[
x
]
=
new
Array
(
arrB
[
0
].
length
);
}
var
arrB_T
=
matrix
.
transpose
(
arrB
);
for
(
var
i
=
0
;
i
<
result
.
length
;
i
++
)
{
for
(
var
j
=
0
;
j
<
result
[
i
].
length
;
j
++
)
{
result
[
i
][
j
]
=
matrix
.
dotproduct
(
arrA
[
i
],
arrB_T
[
j
]);
}
}
return
result
;
};
/**
* Evaluate determinate of matrix. Expect speed
* degradation for matrices over 4x4.
*
* @param {Array} matrix.
* @return {Number} determinant.
*/
matrix
.
determinant
=
function
(
m
)
{
var
numRow
=
m
.
length
;
var
numCol
=
m
[
0
].
length
;
var
det
=
0
;
var
row
,
col
;
var
diagLeft
,
diagRight
;
if
(
!
matrix
.
isSquare
(
m
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
if
(
numRow
===
1
)
{
return
m
[
0
][
0
];
}
else
if
(
numRow
===
2
)
{
return
m
[
0
][
0
]
*
m
[
1
][
1
]
-
m
[
0
][
1
]
*
m
[
1
][
0
];
}
for
(
col
=
0
;
col
<
numCol
;
col
++
)
{
diagLeft
=
m
[
0
][
col
];
diagRight
=
m
[
0
][
col
];
for
(
row
=
1
;
row
<
numRow
;
row
++
)
{
diagRight
*=
m
[
row
][(((
col
+
row
)
%
numCol
)
+
numCol
)
%
numCol
];
diagLeft
*=
m
[
row
][(((
col
-
row
)
%
numCol
)
+
numCol
)
%
numCol
];
}
det
+=
diagRight
-
diagLeft
;
}
return
det
;
};
/**
* Returns a LUP decomposition of the given matrix such that:
*
* A*P = L*U
*
* Where
* A is the input matrix
* P is a pivot matrix
* L is a lower triangular matrix
* U is a upper triangular matrix
*
* This method returns an array of three matrices such that:
*
* matrix.luDecomposition(array) = [L, U, P]
*
* @param {Array} arr
* @return {Array} array of matrices [L, U, P]
*/
matrix
.
lupDecomposition
=
function
(
arr
)
{
if
(
!
matrix
.
isSquare
(
arr
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
var
size
=
arr
.
length
;
var
LU
=
matrix
.
deepCopy
(
arr
);
var
P
=
matrix
.
transpose
(
matrix
.
identity
(
size
));
var
currentRow
;
var
currentColumn
=
new
Array
(
size
);
this
.
getL
=
function
(
a
)
{
var
m
=
a
[
0
].
length
;
var
L
=
matrix
.
identity
(
m
);
for
(
var
i
=
0
;
i
<
m
;
i
++
)
{
for
(
var
j
=
0
;
j
<
m
;
j
++
)
{
if
(
i
>
j
)
{
L
[
i
][
j
]
=
a
[
i
][
j
];
}
}
}
return
L
;
};
this
.
getU
=
function
(
a
)
{
var
m
=
a
[
0
].
length
;
var
U
=
matrix
.
identity
(
m
);
for
(
var
i
=
0
;
i
<
m
;
i
++
)
{
for
(
var
j
=
0
;
j
<
m
;
j
++
)
{
if
(
i
<=
j
)
{
U
[
i
][
j
]
=
a
[
i
][
j
];
}
}
}
return
U
;
};
for
(
var
j
=
0
;
j
<
size
;
j
++
)
{
var
i
;
for
(
i
=
0
;
i
<
size
;
i
++
)
{
currentColumn
[
i
]
=
LU
[
i
][
j
];
}
for
(
i
=
0
;
i
<
size
;
i
++
)
{
currentRow
=
LU
[
i
];
var
minIndex
=
Math
.
min
(
i
,
j
);
var
s
=
0
;
for
(
var
k
=
0
;
k
<
minIndex
;
k
++
)
{
s
+=
currentRow
[
k
]
*
currentColumn
[
k
];
}
currentRow
[
j
]
=
currentColumn
[
i
]
-=
s
;
}
//Find pivot
var
pivot
=
j
;
for
(
i
=
j
+
1
;
i
<
size
;
i
++
)
{
if
(
Math
.
abs
(
currentColumn
[
i
])
>
Math
.
abs
(
currentColumn
[
pivot
]))
{
pivot
=
i
;
}
}
if
(
pivot
!==
j
)
{
LU
=
matrix
.
rowSwitch
(
LU
,
pivot
,
j
);
P
=
matrix
.
rowSwitch
(
P
,
pivot
,
j
);
}
if
(
j
<
size
&&
LU
[
j
][
j
]
!==
0
)
{
for
(
i
=
j
+
1
;
i
<
size
;
i
++
)
{
LU
[
i
][
j
]
/=
LU
[
j
][
j
];
}
}
}
return
[
this
.
getL
(
LU
),
this
.
getU
(
LU
),
P
];
};
/**
* Rotate a two dimensional vector by degree.
*
* @param {Array} point.
* @param {Number} degree.
* @param {String} direction - clockwise or counterclockwise.
* @return {Array} vector.
*/
matrix
.
rotate
=
function
(
point
,
degree
,
direction
)
{
matrix
.
_check2DVector
(
point
);
var
negate
=
direction
===
'clockwise'
?
-
1
:
1
;
var
radians
=
degree
*
(
Math
.
PI
/
180
);
var
transformation
=
[
[
Math
.
cos
(
radians
),
-
1
*
negate
*
Math
.
sin
(
radians
)],
[
negate
*
Math
.
sin
(
radians
),
Math
.
cos
(
radians
)]
];
return
matrix
.
multiply
(
transformation
,
point
);
};
/**
* Scale a two dimensional vector by scale factor x and scale factor y.
*
* @param {Array} point.
* @param {Number} sx.
* @param {Number} sy.
* @return {Array} vector.
*/
matrix
.
scale
=
function
(
point
,
sx
,
sy
)
{
matrix
.
_check2DVector
(
point
);
var
transformation
=
[
[
sx
,
0
],
[
0
,
sy
]
];
return
matrix
.
multiply
(
transformation
,
point
);
};
/**
* Shear a two dimensional vector by shear factor k.
*
* @param {Array} point.
* @param {Number} k.
* @param {String} direction - xaxis or yaxis.
* @return {Array} vector.
*/
matrix
.
shear
=
function
(
point
,
k
,
direction
)
{
matrix
.
_check2DVector
(
point
);
var
xplaceholder
=
direction
===
'xaxis'
?
k
:
0
;
var
yplaceholder
=
direction
===
'yaxis'
?
k
:
0
;
var
transformation
=
[
[
1
,
xplaceholder
],
[
yplaceholder
,
1
]
];
return
matrix
.
multiply
(
transformation
,
point
);
};
/**
* Perform an affine transformation on the given vector.
*
* @param {Array} point.
* @param {Number} tx.
* @param {Number} ty.
* @return {Array} vector.
*/
matrix
.
affine
=
function
(
point
,
tx
,
ty
)
{
matrix
.
_check2DVector
(
point
);
var
transformation
=
[
[
1
,
0
,
tx
],
[
0
,
1
,
ty
],
[
0
,
0
,
1
]
];
var
newpoint
=
[
[
point
[
0
][
0
]],
[
point
[
1
][
0
]],
[
1
]
];
var
transformed
=
matrix
.
multiply
(
transformation
,
newpoint
);
return
[
[
transformed
[
0
][
0
]],
[
transformed
[
1
][
0
]]
];
};
/**
* Scales a row of a matrix by a factor and returns the updated matrix.
* Used in row reduction functions.
*
* @param {Array} matrix.
* @param {Number} row.
* @param {Number} scale.
*/
matrix
.
rowScale
=
function
(
m
,
row
,
scale
)
{
var
result
=
new
Array
(
m
.
length
);
for
(
var
i
=
0
;
i
<
m
.
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
m
[
i
].
length
);
for
(
var
j
=
0
;
j
<
m
[
i
].
length
;
j
++
)
{
if
(
i
===
row
)
{
result
[
i
][
j
]
=
scale
*
m
[
i
][
j
];
}
else
{
result
[
i
][
j
]
=
m
[
i
][
j
];
}
}
}
return
result
;
};
/**
* Swaps two rows of a matrix and returns the updated matrix.
* Used in row reduction functions.
*
* @param {Array} matrix.
* @param {Number} row1.
* @param {Number} row2.
*/
matrix
.
rowSwitch
=
function
(
m
,
row1
,
row2
)
{
var
result
=
new
Array
(
m
.
length
);
for
(
var
i
=
0
;
i
<
m
.
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
m
[
i
].
length
);
for
(
var
j
=
0
;
j
<
m
[
i
].
length
;
j
++
)
{
if
(
i
===
row1
)
{
result
[
i
][
j
]
=
m
[
row2
][
j
];
}
else
if
(
i
===
row2
)
{
result
[
i
][
j
]
=
m
[
row1
][
j
];
}
else
{
result
[
i
][
j
]
=
m
[
i
][
j
];
}
}
}
return
result
;
};
/**
* Adds a multiple of one row to another row
* in a matrix and returns the updated matrix.
* Used in row reduction functions.
*
* @param {Array} matrix.
* @param {Number} row1.
* @param {Number} row2.
*/
matrix
.
rowAddMultiple
=
function
(
m
,
from
,
to
,
scale
)
{
var
result
=
new
Array
(
m
.
length
);
for
(
var
i
=
0
;
i
<
m
.
length
;
i
++
)
{
result
[
i
]
=
new
Array
(
m
[
i
].
length
);
for
(
var
j
=
0
;
j
<
m
[
i
].
length
;
j
++
)
{
if
(
i
===
to
)
{
result
[
to
][
j
]
=
m
[
to
][
j
]
+
scale
*
m
[
from
][
j
];
}
else
{
result
[
i
][
j
]
=
m
[
i
][
j
];
}
}
}
return
result
;
};
/**
* Gauss-Jordan Elimination
*
* @param {Array} matrix.
* @param {Number} epsilon.
* @return {Array} RREF matrix.
*/
matrix
.
GaussJordanEliminate
=
function
(
m
,
epsilon
)
{
// Translated from:
// http://elonen.iki.fi/code/misc-notes/python-gaussj/index.html
var
eps
=
(
typeof
epsilon
===
'undefined'
)
?
1
e
-
10
:
epsilon
;
var
h
=
m
.
length
;
var
w
=
m
[
0
].
length
;
var
y
=
-
1
;
var
y2
,
x
,
c
;
while
(
++
y
<
h
)
{
// Pivot.
var
maxrow
=
y
;
y2
=
y
;
while
(
++
y2
<
h
)
{
if
(
Math
.
abs
(
m
[
y2
][
y
])
>
Math
.
abs
(
m
[
maxrow
][
y
]))
maxrow
=
y2
;
}
var
tmp
=
m
[
y
];
m
[
y
]
=
m
[
maxrow
];
m
[
maxrow
]
=
tmp
;
// Singular
if
(
Math
.
abs
(
m
[
y
][
y
])
<=
eps
)
{
return
m
;
}
// Eliminate column
y2
=
y
;
while
(
++
y2
<
h
)
{
c
=
m
[
y2
][
y
]
/
m
[
y
][
y
];
x
=
y
-
1
;
while
(
++
x
<
w
)
{
m
[
y2
][
x
]
-=
m
[
y
][
x
]
*
c
;
}
}
}
// Backsubstitute.
y
=
h
;
while
(
--
y
>=
0
)
{
c
=
m
[
y
][
y
];
y2
=
-
1
;
while
(
++
y2
<
y
)
{
x
=
w
;
while
(
--
x
>=
y
)
{
m
[
y2
][
x
]
-=
m
[
y
][
x
]
*
m
[
y2
][
y
]
/
c
;
}
}
m
[
y
][
y
]
/=
c
;
// Normalize row
x
=
h
-
1
;
while
(
++
x
<
w
)
{
m
[
y
][
x
]
/=
c
;
}
}
return
m
;
};
/**
* Alias to Gauss-Jordan Elimination
*
* @param {Array} matrix.
* @param {Number} epsilon.
* @return {Array} RREF matrix.
*/
matrix
.
rowReduce
=
function
(
m
,
epsilon
)
{
return
matrix
.
GaussJordanEliminate
(
m
,
epsilon
);
};
/**
* nxn matrix inversion
*
* @param {Array} matrix.
* @return {Array} inverted matrix.
*/
matrix
.
inverse
=
function
(
m
)
{
if
(
!
matrix
.
isSquare
(
m
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
var
n
=
m
.
length
,
identity
=
matrix
.
identity
(
n
),
i
;
// AI
for
(
i
=
0
;
i
<
n
;
i
++
)
{
m
[
i
]
=
m
[
i
].
concat
(
identity
[
i
]);
}
// inv(IA)
m
=
matrix
.
GaussJordanEliminate
(
m
);
// inv(A)
for
(
i
=
0
;
i
<
n
;
i
++
)
{
m
[
i
]
=
m
[
i
].
slice
(
n
);
}
return
m
;
};
/**
* Get a column of a matrix as a vector.
*
* @param {Array} matrix
* @param {Int} column number
* @return {Array} column
*/
matrix
.
getCol
=
function
(
M
,
n
)
{
var
result
=
new
Array
(
M
.
length
);
if
(
n
<
0
)
{
throw
new
Error
(
'The specified column must be a positive integer.'
);
}
else
if
(
n
>=
M
[
0
].
length
)
{
throw
new
Error
(
'The specified column must be between 0 and the number of columns - 1.'
);
}
for
(
var
i
=
0
;
i
<
M
.
length
;
i
++
)
{
result
[
i
]
=
M
[
i
][
n
];
}
return
result
;
};
/**
* Reorder the rows of a matrix based off an array of numbers.
*
* @param {Array} matrix
* @param {Array} desired re-ordering
* @return {Array} reordered matrix
*/
matrix
.
reorderRows
=
function
(
M
,
L
)
{
var
result
=
[];
if
(
L
===
undefined
)
{
throw
new
Error
(
'A reordering array must be entered.'
);
}
else
if
(
L
.
length
!==
M
.
length
)
{
throw
new
Error
(
'The reordered matrix must have the same number of rows as the original matrix.'
);
}
for
(
var
i
=
0
;
i
<
L
.
length
;
i
++
)
{
if
(
L
[
i
]
<
0
)
{
throw
new
Error
(
'The desired order of the rows must be positive integers.'
);
}
else
if
(
L
[
i
]
>=
L
.
length
)
{
throw
new
Error
(
'The desired order of the rows must start at 0 and end at the number of rows - 1.'
);
}
else
{
result
.
push
(
M
[
L
[
i
]]);
}
}
return
result
;
};
/**
* Reorder the columns of a matrix based off an array of numbers.
*
* @param {Array} matrix
* @param {Array} desired re-ordering
* @return {Array} reordered matrix
*/
matrix
.
reorderCols
=
function
(
M
,
L
)
{
var
result
=
[];
if
(
L
===
undefined
)
{
throw
new
Error
(
'Please enter a desired reordering array.'
);
}
else
if
(
L
.
length
!==
M
[
0
].
length
)
{
throw
new
Error
(
'The reordered matrix must have the same number of columns as the original matrix.'
);
}
for
(
var
i
=
0
;
i
<
L
.
length
;
i
++
)
{
if
(
L
[
i
]
<
0
)
{
throw
new
Error
(
'The desired order of the columns must be positive integers.'
);
}
else
if
(
L
[
i
]
>=
L
.
length
)
{
throw
new
Error
(
'The desired order of the columns must start at 0 and end at the number of columns - 1.'
);
}
else
{
result
.
push
(
matrix
.
getCol
(
M
,
L
[
i
]));
}
}
return
matrix
.
transpose
(
result
);
};
/**
* Reverse the rows of a matrix.
*
* @param {Array} matrix
* @return {Array} reversed matrix
*/
matrix
.
reverseRows
=
function
(
M
)
{
var
L
=
[];
for
(
var
i
=
M
.
length
-
1
;
i
>
-
1
;
i
--
)
{
L
.
push
(
i
);
}
return
matrix
.
reorderRows
(
M
,
L
);
};
/**
* Reverse the columns of a matrix.
*
* @param {Array} matrix
* @return {Array} reversed matrix
*/
matrix
.
reverseCols
=
function
(
M
)
{
var
L
=
[];
for
(
var
i
=
M
.
length
-
1
;
i
>
-
1
;
i
--
)
{
L
.
push
(
i
);
}
return
matrix
.
reorderCols
(
M
,
L
);
};
/**
* Create a n x m matrix of zeros.
*
* @param {Int} number of rows
* @param {Int} number of columns
* @return {Array} matrix
*/
matrix
.
zeros
=
function
(
n
,
m
)
{
var
M
=
new
Array
(
n
);
if
(
n
<
1
||
m
<
1
)
{
throw
new
Error
(
'The matrix dimensions must be positive integers.'
);
}
n
=
Math
.
ceil
(
n
);
m
=
Math
.
ceil
(
m
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
empty
=
new
Array
(
m
);
for
(
var
j
=
0
;
j
<
m
;
j
++
)
{
empty
[
j
]
=
0
;
}
M
[
i
]
=
empty
;
}
return
M
;
};
/**
* Create a zigzag matrix. point represents the starting corner,
* dir represents which direction to begin moving in. There are
* 8 possible permutations for this. Rounds dimension upwards.
*
* @param {Int} size of (square) matrix
* @param {String} corner (TL,TR,BL,BR)
* @param {String} direction (V,H)
* @return {Array} zigzag matrix.
*/
matrix
.
zigzag
=
function
(
n
,
point
,
dir
)
{
if
(
n
<=
1
)
{
throw
new
Error
(
'Matrix size must be at least 2x2.'
);
}
n
=
Math
.
ceil
(
n
);
var
mat
=
matrix
.
zeros
(
n
,
n
);
//create one kind of permutation - all other permutations can be
//created from this particular permutation through transformations
var
BRH
=
function
(
M
)
{
//starting at bottom right, moving horizontally
var
jump
=
false
,
tl
=
n
*
n
,
br
=
1
,
inc
=
1
,
row
,
col
,
val
,
i
,
j
;
M
[
0
][
0
]
=
tl
;
M
[
n
-
1
][
n
-
1
]
=
br
;
for
(
i
=
1
;
i
<
n
;
i
++
)
{
//generate top/bottom row
if
(
jump
)
{
tl
-=
4
*
inc
;
br
+=
4
*
inc
;
inc
++
;
}
else
{
tl
--
;
br
++
;
}
M
[
0
][
i
]
=
tl
;
M
[
n
-
1
][
n
-
1
-
i
]
=
br
;
jump
=
!
jump
;
}
var
dec
=
true
;
for
(
i
=
1
;
i
<
n
;
i
++
)
{
//iterate diagonally from top row
row
=
0
;
col
=
i
;
val
=
M
[
row
][
col
];
for
(
j
=
1
;
j
<
i
+
1
;
j
++
)
{
if
(
dec
)
{
val
-=
1
;
}
else
{
val
+=
1
;
}
row
++
;
col
--
;
M
[
row
][
col
]
=
val
;
}
dec
=
!
dec
;
}
if
(
n
%
2
===
0
)
{
dec
=
true
;
}
else
{
dec
=
false
;
}
for
(
i
=
1
;
i
<
n
-
1
;
i
++
)
{
//iterate diagonally from bottom row
row
=
n
-
1
;
col
=
i
;
val
=
M
[
row
][
col
];
for
(
j
=
1
;
j
<
n
-
i
;
j
++
)
{
if
(
dec
)
{
val
--
;
}
else
{
val
++
;
}
row
--
;
col
++
;
M
[
row
][
col
]
=
val
;
}
dec
=
!
dec
;
}
return
M
;
};
var
BRV
=
function
(
M
)
{
//starting at bottom right, moving vertically
return
matrix
.
transpose
(
BRH
(
M
));
};
var
BLH
=
function
(
M
)
{
//starting at bottom left, moving horizontally
return
matrix
.
reverseCols
(
BRH
(
M
));
};
var
BLV
=
function
(
M
)
{
//starting at bottom left, moving vertically
return
matrix
.
reverseRows
(
TLV
(
BLH
(
M
)));
};
var
TRH
=
function
(
M
)
{
//starting at top right, moving horizontally
return
matrix
.
reverseRows
(
BRH
(
M
));
};
var
TRV
=
function
(
M
)
{
//starting at top right, moving vertically
return
matrix
.
reverseRows
(
BRV
(
M
));
};
var
TLH
=
function
(
M
)
{
//starting at top left, moving horizontally
return
matrix
.
reverseCols
(
matrix
.
reverseRows
(
BRH
(
M
)));
};
var
TLV
=
function
(
M
)
{
//starting at top left, moving vertically
return
matrix
.
transpose
(
TLH
(
M
));
};
if
((
point
===
'BR'
)
&&
(
dir
===
'H'
))
{
return
(
BRH
(
mat
));
}
else
if
((
point
===
'BR'
)
&&
(
dir
===
'V'
))
{
return
(
BRV
(
mat
));
}
else
if
((
point
===
'BL'
)
&&
(
dir
===
'H'
))
{
return
(
BLH
(
mat
));
}
else
if
((
point
===
'BL'
)
&&
(
dir
===
'V'
))
{
return
(
BLV
(
mat
));
}
else
if
((
point
===
'TR'
)
&&
(
dir
===
'H'
))
{
return
(
TRH
(
mat
));
}
else
if
((
point
===
'TR'
)
&&
(
dir
===
'V'
))
{
return
(
TRV
(
mat
));
}
else
if
((
point
===
'TL'
)
&&
(
dir
===
'H'
))
{
return
(
TLH
(
mat
));
}
else
if
((
point
===
'TL'
)
&&
(
dir
===
'V'
))
{
return
(
TLV
(
mat
));
}
else
{
throw
new
Error
(
'Enter the direction (V,H) and corner (BR,BL,TR,TL) correctly.'
);
}
};
/**
* Calculate the p-norm of a vector. Specific cases include:
* - Infinity (largest absolute entry)
* - -Infinity (smallest absolute entry)
*
* @param {Array} vector
* @param {Number} the value of p (norm order)
* @return {Number} the p-norm of v
*/
matrix
.
vectorNorm
=
function
(
v
,
p
)
{
// calculate the p'th norm of a vector v
if
(
!
(
Array
.
isArray
(
v
))
||
(
v
.
length
===
0
))
{
throw
new
Error
(
'Vector must be an array of at least length 1.'
);
}
else
if
((
typeof
p
!==
'undefined'
)
&&
(
typeof
p
!==
'number'
))
{
throw
new
Error
(
'Norm order must be a number.'
);
}
p
=
(
typeof
p
===
'undefined'
)
?
2
:
p
;
var
n
=
v
.
length
,
ans
=
0
,
term
,
i
;
switch
(
p
)
{
case
Infinity
:
for
(
i
=
0
;
i
<
n
;
i
++
)
{
term
=
Math
.
abs
(
v
[
i
]);
if
(
term
>
ans
)
{
ans
=
term
;
}
}
break
;
case
-
Infinity
:
ans
=
Infinity
;
for
(
i
=
0
;
i
<
n
;
i
++
)
{
term
=
Math
.
abs
(
v
[
i
]);
if
(
term
<
ans
)
{
ans
=
term
;
}
}
break
;
default
:
for
(
i
=
0
;
i
<
n
;
i
++
)
{
ans
+=
Math
.
pow
(
Math
.
abs
(
v
[
i
]),
p
);
}
ans
=
Math
.
pow
(
ans
,
1
/
p
);
break
;
}
return
ans
;
};
/**
* Calculate the p-norm of a matrix. Specific cases include:
* - Infinity (largest absolute row)
* - -Infinity (smallest absolute row)
* - 1 (largest absolute column)
* - -1 (smallest absolute column)
* - 2 (largest singular value)
* - -2 (smallest singular value)
* - null (Frobenius norm)
*
* @param {Array} vector
* @param {Number} the value of p (norm order)
* @return {Number} the p-norm of M
*/
matrix
.
matrixNorm
=
function
(
M
,
p
)
{
if
(
!
(
Array
.
isArray
(
M
))
||
(
M
.
length
===
0
)
||
!
Array
.
isArray
(
M
[
0
]))
{
throw
new
Error
(
'Matrix must be an array of at least length 1.'
);
}
else
if
((
typeof
p
!==
'undefined'
)
&&
(
typeof
p
!==
'number'
)
&&
(
p
!==
null
))
{
throw
new
Error
(
'Norm order must be a number or null.'
);
}
p
=
(
typeof
p
===
'undefined'
)
?
null
:
p
;
var
m
=
M
.
length
,
//number of rows
n
=
M
[
0
].
length
,
//number of cols
ans
=
0
,
term
,
i
,
j
;
switch
(
p
)
{
// the largest value when absolute-ing and summing each row
case
Infinity
:
for
(
i
=
0
;
i
<
m
;
i
++
)
{
term
=
0
;
for
(
j
=
0
;
j
<
n
;
j
++
)
{
term
+=
Math
.
abs
(
M
[
i
][
j
]);
}
if
(
term
>
ans
)
{
ans
=
term
;
}
}
break
;
// the smallest value when absolute-ing and summing each row
case
-
Infinity
:
ans
=
Infinity
;
for
(
i
=
0
;
i
<
m
;
i
++
)
{
term
=
0
;
for
(
j
=
0
;
j
<
n
;
j
++
)
{
term
+=
Math
.
abs
(
M
[
i
][
j
]);
}
if
(
term
<
ans
)
{
ans
=
term
;
}
}
break
;
// the largest value when absolute-ing and summing each column
case
1
:
for
(
i
=
0
;
i
<
n
;
i
++
)
{
term
=
0
;
for
(
j
=
0
;
j
<
m
;
j
++
)
{
term
+=
Math
.
abs
(
M
[
j
][
i
]);
}
if
(
term
>
ans
)
{
ans
=
term
;
}
}
break
;
// the smallest value when absolute-ing and summing each column
case
-
1
:
ans
=
Infinity
;
for
(
i
=
0
;
i
<
n
;
i
++
)
{
term
=
0
;
for
(
j
=
0
;
j
<
m
;
j
++
)
{
term
+=
Math
.
abs
(
M
[
j
][
i
]);
}
if
(
term
<
ans
)
{
ans
=
term
;
}
}
break
;
// the Frobenius norm
case
null
:
for
(
i
=
0
;
i
<
m
;
i
++
)
{
for
(
j
=
0
;
j
<
n
;
j
++
)
{
ans
+=
Math
.
pow
(
M
[
i
][
j
],
2
);
}
}
ans
=
Math
.
pow
(
ans
,
0.5
);
break
;
// largest singular value
case
2
:
throw
new
Error
(
"Singular values are not yet supported in numbers.js."
);
// smallest singular value
case
-
2
:
throw
new
Error
(
"Singular values are not yet supported in numbers.js."
);
// entry-wise norm; analogous to that of the entry-wise vector norm.
default
:
for
(
i
=
0
;
i
<
m
;
i
++
)
{
for
(
j
=
0
;
j
<
n
;
j
++
)
{
ans
+=
Math
.
pow
(
Math
.
abs
(
M
[
i
][
j
]),
p
);
}
}
ans
=
Math
.
pow
(
ans
,
1
/
p
);
}
return
ans
;
};
/**
* Determines if a matrix has an upper bandwidth of q.
*
* @param {Array} matrix
* @param {Number} upper bandwidth
* @return {Boolean} true if upper bandwidth is q; false otherwise
*/
matrix
.
isUpperBand
=
function
(
M
,
q
)
{
if
(
!
Array
.
isArray
(
M
)
||
!
Array
.
isArray
(
M
[
0
])
||
M
.
length
<
2
)
{
throw
new
Error
(
'Matrix must be an array of at least dimension 2.'
);
}
else
if
(
typeof
q
!==
'number'
||
q
<
0
||
(
q
%
1
)
!==
0
)
{
throw
new
Error
(
'Upper bandwidth must be a nonzero integer.'
);
}
var
result
=
true
,
n
=
M
[
0
].
length
,
cnt
=
0
;
for
(
var
i
=
q
+
1
;
i
<
n
;
i
++
)
{
if
(
M
[
cnt
][
i
]
!==
0
)
{
result
=
false
;
break
;
}
cnt
++
;
}
return
result
;
};
/**
* Determines if a matrix has an lower bandwidth of p.
*
* @param {Array} matrix
* @param {Number} lower bandwidth
* @return {Boolean} true if lower bandwidth is p; false otherwise
*/
matrix
.
isLowerBand
=
function
(
M
,
p
)
{
if
(
!
Array
.
isArray
(
M
)
||
!
Array
.
isArray
(
M
[
0
])
||
M
.
length
<
2
)
{
throw
new
Error
(
'Matrix must be an array of at least dimension 2.'
);
}
else
if
(
typeof
p
!==
'number'
||
p
<
0
||
(
p
%
1
)
!==
0
)
{
throw
new
Error
(
'Lower bandwidth must be a nonzero integer.'
);
}
var
result
=
true
,
m
=
M
.
length
,
cnt
=
0
;
for
(
var
i
=
p
+
1
;
i
<
m
;
i
++
)
{
if
(
M
[
i
][
cnt
]
!==
0
)
{
result
=
false
;
break
;
}
cnt
++
;
}
return
result
;
};
/**
* Add all of the elements in an array together except for the i'th one.
* This is a helper function for determining diagonal dominance, and it
* should be noted that each element is passed to Math.abs() beforehand.
*
* @param {Array} array
* @param {Int} index of element to ignore.
* @return {Number} sum.
*/
var
sumNondiagonalElements
=
function
(
arr
,
i
)
{
var
sum
=
0
,
j
;
for
(
j
=
0
;
j
<
i
;
j
++
)
{
sum
+=
Math
.
abs
(
arr
[
j
]);
}
for
(
j
=
i
+
1
;
j
<
arr
.
length
;
j
++
)
{
sum
+=
Math
.
abs
(
arr
[
j
]);
}
return
sum
;
};
/**
* Determines if a matrix is (weak) row diagonally-dominant.
*
* @param {Array} matrix
* @return {Boolean} true if so, false otherwise.
*/
matrix
.
isRowDD
=
function
(
M
)
{
var
n
=
M
.
length
;
if
(
!
matrix
.
isSquare
(
M
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
row
=
M
[
i
],
diag
=
row
[
i
],
sum
=
sumNondiagonalElements
(
row
,
i
);
if
(
Math
.
abs
(
diag
)
<
sum
)
{
return
false
;
}
}
return
true
;
};
/**
* Determines if a matrix is strictly row diagonally-dominant.
*
* @param {Array} matrix
* @return {Boolean} true if so, false otherwise.
*/
matrix
.
isStrictlyRowDD
=
function
(
M
)
{
if
(
!
matrix
.
isSquare
(
M
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
var
n
=
M
.
length
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
row
=
M
[
i
],
diag
=
row
[
i
],
sum
=
sumNondiagonalElements
(
row
,
i
);
if
(
Math
.
abs
(
diag
)
<=
sum
)
{
return
false
;
}
}
return
true
;
};
/**
* Determines if a matrix is (weak) column diagonally-dominant.
*
* @param {Array} matrix
* @return {Boolean} true if so, false otherwise.
*/
matrix
.
isColumnDD
=
function
(
M
)
{
if
(
!
matrix
.
isSquare
)
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
var
n
=
M
.
length
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
col
=
matrix
.
getCol
(
M
,
i
),
diag
=
col
[
i
],
sum
=
sumNondiagonalElements
(
col
,
i
);
if
(
Math
.
abs
(
diag
)
<
sum
)
{
return
false
;
}
}
return
true
;
};
/**
* Determines if a matrix is strictly column diagonally-dominant.
*
* @param {Array} matrix
* @return {Boolean} true if so, false otherwise.
*/
matrix
.
isStrictlyColumnDD
=
function
(
M
)
{
if
(
!
matrix
.
isSquare
(
M
))
{
throw
new
Error
(
ERROR_MATRIX_NOT_SQUARE
);
}
var
n
=
M
.
length
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
col
=
matrix
.
getCol
(
M
,
i
),
diag
=
col
[
i
],
sum
=
sumNondiagonalElements
(
col
,
i
);
if
(
Math
.
abs
(
diag
)
<=
sum
)
{
return
false
;
}
}
return
true
;
};
},{}],
9
:[
function
(
require
,
module
,
exports
){
/**
* prime.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
basic
=
require
(
'./basic'
);
var
prime
=
exports
;
/**
* Determine if number is prime.
* Adopted from http://www.javascripter.net/faq/numberisprime.htm
*
* @param {Number} number to evaluate.
* @return {Boolean} return true if value is prime. false otherwise.
*/
prime
.
simple
=
function
(
n
)
{
if
(
isNaN
(
n
)
||
!
isFinite
(
n
)
||
n
%
1
||
n
<
2
)
{
return
false
;
}
if
(
n
%
2
===
0
)
{
return
(
n
===
2
);
}
if
(
n
%
3
===
0
)
{
return
(
n
===
3
);
}
for
(
var
i
=
5
,
m
=
Math
.
sqrt
(
n
);
i
<=
m
;
i
+=
6
)
{
if
((
n
%
i
===
0
)
||
(
n
%
(
i
+
2
)
===
0
))
{
return
false
;
}
}
return
true
;
};
/**
* Returns the prime factors of a number.
* More info (http://bateru.com/news/2012/05/code-of-the-day-javascript-prime-factors-of-a-number/)
* Taken from Ratio.js
*
* @param {Number} num
* @return {Array} an array of numbers
* @example prime.factorization(20).join(',') === "2,2,5"
**/
prime
.
factorization
=
function
(
num
)
{
num
=
Math
.
floor
(
num
);
var
root
;
var
factors
=
[];
var
x
;
var
sqrt
=
Math
.
sqrt
;
var
doLoop
=
1
<
num
&&
isFinite
(
num
);
while
(
doLoop
)
{
root
=
sqrt
(
num
);
x
=
2
;
if
(
num
%
x
)
{
x
=
3
;
while
((
num
%
x
)
&&
((
x
+=
2
)
<
root
))
{}
}
x
=
(
root
<
x
)
?
num
:
x
;
factors
.
push
(
x
);
doLoop
=
(
x
!==
num
);
num
/=
x
;
}
return
factors
;
};
/**
* Determine if a number is prime in Polynomial time, using a randomized algorithm.
* http://en.wikipedia.org/wiki/Miller-Rabin_primality_test
*
* @param {Number} number to Evaluate.
* @param {Number} number to Determine accuracy rate (number of trials) default value = 20.
* @return {Boolean} return true if value is prime. false otherwise.
*/
prime
.
millerRabin
=
function
(
n
,
k
)
{
if
(
arguments
.
length
===
1
)
k
=
20
;
if
(
n
===
2
)
return
true
;
if
(
!
basic
.
isInt
(
n
)
||
n
<=
1
||
n
%
2
===
0
)
return
false
;
var
s
=
0
;
var
d
=
n
-
1
;
while
(
true
)
{
var
dm
=
basic
.
divMod
(
d
,
2
);
var
quotient
=
dm
[
0
];
var
remainder
=
dm
[
1
];
if
(
remainder
===
1
)
break
;
s
+=
1
;
d
=
quotient
;
}
var
tryComposite
=
function
(
a
)
{
if
(
basic
.
powerMod
(
a
,
d
,
n
)
===
1
)
return
false
;
for
(
var
i
=
0
;
i
<
s
;
i
++
)
{
if
(
basic
.
powerMod
(
a
,
Math
.
pow
(
2
,
i
)
*
d
,
n
)
===
n
-
1
)
return
false
;
}
return
true
;
};
for
(
var
i
=
0
;
i
<
k
;
i
++
)
{
var
a
=
2
+
Math
.
floor
(
Math
.
random
()
*
(
n
-
2
-
2
));
if
(
tryComposite
(
a
))
return
false
;
}
return
true
;
};
/**
* Return a list of prime numbers from 1...n, inclusive.
*
* @param {Number} upper limit of test n.
* @return {Array} list of values that are prime up to n.
*/
prime
.
sieve
=
function
(
n
)
{
if
(
n
<
2
)
return
[];
var
result
=
[
2
];
for
(
var
i
=
3
;
i
<=
n
;
i
++
)
{
var
notMultiple
=
false
;
for
(
var
j
in
result
)
{
notMultiple
=
notMultiple
||
(
0
===
i
%
result
[
j
]);
}
if
(
!
notMultiple
)
{
result
.
push
(
i
);
}
}
return
result
;
};
/**
* Determine if two numbers are coprime.
*
* @param {Number} number.
* @param {Number} number.
* @return {Boolean} whether the values are coprime or not.
*/
prime
.
coprime
=
function
(
a
,
b
)
{
return
basic
.
gcd
(
a
,
b
)
===
1
;
};
/**
* Determine if a number is a perfect power.
* Please note that this method does not find the minimal value of k where
* m^k = n
* http://en.wikipedia.org/wiki/Perfect_power
*
* @param {Number} value in question
* @return {Array|Boolean} [m, k] if it is a perfect power, false otherwise
*/
prime
.
getPerfectPower
=
function
(
n
)
{
var
test
=
prime
.
getPrimePower
(
n
);
if
(
test
&&
test
[
1
]
>
1
)
return
test
;
return
false
;
};
/**
* Determine if a number is a prime power and return the prime and the power.
* http://en.wikipedia.org/wiki/Prime_power
*
* @param {Number} value in question
* @return {Array|Boolean} if it is a prime power, return [prime, power].
*/
prime
.
getPrimePower
=
function
(
n
)
{
if
(
n
<
2
)
return
false
;
if
(
prime
.
millerRabin
(
n
))
return
[
n
,
1
];
if
(
n
%
2
===
0
)
return
[
2
,
n
.
toString
(
2
).
length
-
1
];
var
factors
=
prime
.
factorization
(
n
);
if
(
!
factors
)
return
false
;
var
len
=
factors
.
length
;
for
(
var
i
=
0
;
i
<
len
;
i
++
)
{
var
t
=
0
,
p
=
0
;
while
(
t
<=
n
)
{
t
=
Math
.
pow
(
factors
[
i
],
p
);
if
(
t
/
n
===
1
)
return
[
factors
[
i
],
p
];
p
++
;
}
}
return
false
;
};
},{
"./basic"
:
3
}],
10
:[
function
(
require
,
module
,
exports
){
var
random
=
exports
;
// random number generator.
var
rGen
=
Math
.
random
;
/**
* Set the pseudo random number generator used by the random module.
*
* @param {Function} Random number generator
*/
random
.
setGenerator
=
function
(
fn
)
{
if
(
typeof
fn
!==
"function"
)
{
throw
new
Error
(
"Must pass a function"
);
}
rGen
=
fn
;
};
/**
* Return a random sample of values over a set of bounds with
* a specified quantity.
*
* @param {Number} lower bound.
* @param {Number} upper bound.
* @param {Number} quantity of elements in random sample.
* @return {Array} random sample.
*/
random
.
sample
=
function
(
lower
,
upper
,
n
)
{
var
sample
=
[];
sample
.
length
=
n
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
sample
[
i
]
=
lower
+
(
upper
-
lower
)
*
rGen
();
}
return
sample
;
};
/**
* A pseudo-random number sampling method for generating pairs of independent,
* standard, normally distributed (zero expectation, unit variance) random
* numbers, given a source of uniformly distributed random numbers.
* http://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform
*
* @param {Number} mu or mean
* @param {Number} sigma or standard deviation
* @return {Number} a value that is part of a normal distribution.
*/
random
.
boxMullerTransform
=
function
(
mu
,
sigma
)
{
if
(
arguments
.
length
<=
1
)
sigma
=
1
;
if
(
arguments
.
length
===
0
)
mu
=
0
;
var
u
=
0
,
v
=
0
,
s
;
do
{
u
=
rGen
()
*
2
-
1
;
v
=
rGen
()
*
2
-
1
;
s
=
u
*
u
+
v
*
v
;
}
while
(
s
===
0
||
s
>
1
);
var
c
=
Math
.
sqrt
(
-
2
*
Math
.
log
(
s
)
/
s
),
x
=
u
*
c
,
y
=
v
*
c
;
x
=
mu
+
x
*
sigma
;
y
=
mu
+
y
*
sigma
;
return
[
x
,
y
];
};
/**
* A Random number that is along an irwin hall distribution.
* http://en.wikipedia.org/wiki/Irwin-Hall_distribution
*
* @param {Number} max possible sum
* @param {Number} number to subtract
* @return {Number} random number along an irwin hall distribution.
*/
random
.
irwinHall
=
function
(
n
,
sub
)
{
if
(
arguments
.
length
===
1
)
sub
=
0
;
var
sum
=
0
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
sum
+=
rGen
();
return
sum
-
sub
;
};
/**
* Returns a random value along a bates distribution from [a, b] or [0, 1].
* http://en.wikipedia.org/wiki/Bates_distribution
*
* @param {Number} number of times summing
* @param {Number} random maximum value (default is 1)
* @param {Number} random minimum value (default is 0)
* @return {Number} random number along an bates distribution.
*/
random
.
bates
=
function
(
n
,
b
,
a
)
{
if
(
arguments
.
length
<=
2
)
a
=
0
;
if
(
arguments
.
length
===
1
)
b
=
1
;
var
sum
=
0
;
for
(
var
i
=
0
;
i
<
n
;
i
++
)
sum
+=
(
b
-
a
)
*
rGen
()
+
a
;
return
sum
/
n
;
};
random
.
distribution
=
{};
/**
* Returns an array of size n that is an approximate normal distribution
*
* @param {Number} n size of returned array
* @param {Number} mu or mean
* @param {Number} sigma or standard deviation
* @return {Array} array of size n of a normal distribution
*/
random
.
distribution
.
normal
=
function
(
n
,
mu
,
sigma
)
{
if
(
arguments
.
length
<=
2
)
sigma
=
1
;
if
(
arguments
.
length
===
1
)
mu
=
0
;
return
random
.
distribution
.
boxMuller
(
n
,
mu
,
sigma
);
};
/**
* Returns an array of size n that is an approximate log normal distribution
*
* @param {Number} n size of returned array
* @param {Number} mu or mean
* @param {Number} sigma or standard deviation
* @return {Array} array of size n of a log normal distribution
*/
random
.
distribution
.
logNormal
=
function
(
n
,
mu
,
sigma
)
{
if
(
arguments
.
length
<=
2
)
sigma
=
1
;
if
(
arguments
.
length
===
1
)
mu
=
0
;
var
exponential
=
function
(
x
)
{
return
Math
.
exp
(
x
);
};
return
random
.
distribution
.
boxMuller
(
n
,
mu
,
sigma
).
map
(
exponential
);
};
/**
* Returns an array of size n that is a normal distribution
* leveraging the Box Muller Transform
* http://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform
*
* @param {Number} n size of returned array
* @param {Number} mu or mean
* @param {Number} sigma or standard deviation
* @param {Number} determine if the distribution will be polar coordinates.
* @return {Array} array of size n of a normal distribution
*/
random
.
distribution
.
boxMuller
=
function
(
n
,
mu
,
sigma
,
rc
)
{
if
(
arguments
.
length
<=
3
)
rc
=
false
;
if
(
arguments
.
length
<=
2
)
sigma
=
1
;
if
(
arguments
.
length
===
1
)
mu
=
0
;
var
results
=
[];
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
var
randomBMT
=
random
.
boxMullerTransform
(
mu
,
sigma
);
results
.
push
((
rc
)
?
randomBMT
:
randomBMT
[
0
]);
}
return
results
;
};
/**
* Returns an array of n that is an irwin hall distribution.
* http://en.wikipedia.org/wiki/Irwin-Hall_distribution
*
* @param {Number} length of array
* @param {Number} irwinHall max sum value (default is n)
* @param {Number} irwinHall subtraction value (default is 0)
* @return {Array} irwin hall distribution from [a, b]
*/
random
.
distribution
.
irwinHall
=
function
(
n
,
m
,
sub
)
{
if
(
arguments
.
length
<=
2
)
sub
=
0
;
if
(
arguments
.
length
===
1
)
m
=
n
;
var
results
=
new
Array
(
n
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
results
[
i
]
=
random
.
irwinHall
(
m
,
sub
);
}
return
results
;
};
/**
* An approach to create a normal distribution,
* that relies on the central limit theorem,
* resulting in an approximately standard normal distribution
* with bounds of (-6, 6)
*
* @param {Number} length of array
* @return {Array} an array of an approximate normal distribution from [-6, 6] of length n.
*/
random
.
distribution
.
irwinHallNormal
=
function
(
n
)
{
return
random
.
distribution
.
irwinHall
(
n
,
12
,
6
);
};
/**
* Returns an array of n that is a bates distribution from
* http://en.wikipedia.org/wiki/Bates_distribution
*
* @param {Number} length of array
* @param {Number} max bates value (default is n)
* @param {Number} minimum bound a (default is 0)
* @return {Array} bates distribution from [a, b]
*/
random
.
distribution
.
bates
=
function
(
n
,
b
,
a
)
{
if
(
arguments
.
length
<=
2
)
a
=
0
;
if
(
arguments
.
length
===
1
)
b
=
n
;
var
results
=
new
Array
(
n
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
results
[
i
]
=
random
.
bates
(
n
,
b
,
a
);
}
return
results
;
};
},{}],
11
:[
function
(
require
,
module
,
exports
){
/**
* statistic.js
* http://github.com/sjkaliski/numbers.js
*
* Copyright 2012 Stephen Kaliski
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var
basic
=
require
(
'./basic'
);
var
statistic
=
exports
;
/**
* Calculate the mean value of a set of numbers in array.
*
* @param {Array} set of values.
* @return {Number} mean value.
*/
statistic
.
mean
=
function
(
arr
)
{
var
count
=
arr
.
length
;
var
sum
=
basic
.
sum
(
arr
);
return
sum
/
count
;
};
/**
* Calculate the median value of a set of numbers in array.
*
* @param {Array} set of values.
* @return {Number} median value.
*/
statistic
.
median
=
function
(
arr
)
{
return
statistic
.
quantile
(
arr
,
1
,
2
);
};
/**
* Calculate the mode value of a set of numbers in array.
*
* @param {Array} set of values.
* @return {Number} mode value.
*/
statistic
.
mode
=
function
(
arr
)
{
var
counts
=
{};
for
(
var
i
=
0
,
n
=
arr
.
length
;
i
<
n
;
i
++
)
{
if
(
counts
[
arr
[
i
]]
===
undefined
)
{
counts
[
arr
[
i
]]
=
0
;
}
else
{
counts
[
arr
[
i
]]
++
;
}
}
var
highest
;
for
(
var
number
in
counts
)
{
if
(
counts
.
hasOwnProperty
(
number
))
{
if
(
highest
===
undefined
||
counts
[
number
]
>
counts
[
highest
])
{
highest
=
number
;
}
}
}
return
Number
(
highest
);
};
/**
* Calculate the kth q-quantile of a set of numbers in an array.
* As per http://en.wikipedia.org/wiki/Quantile#Quantiles_of_a_population
* Ex: Median is 1st 2-quantile
* Ex: Upper quartile is 3rd 4-quantile
*
* @param {Array} set of values.
* @param {Number} index of quantile.
* @param {Number} number of quantiles.
* @return {Number} kth q-quantile of values.
*/
statistic
.
quantile
=
function
(
arr
,
k
,
q
)
{
var
sorted
,
count
,
index
;
if
(
k
===
0
)
return
Math
.
min
.
apply
(
null
,
arr
);
if
(
k
===
q
)
return
Math
.
max
.
apply
(
null
,
arr
);
sorted
=
arr
.
slice
(
0
);
sorted
.
sort
(
function
(
a
,
b
)
{
return
a
-
b
;
});
count
=
sorted
.
length
;
index
=
count
*
k
/
q
;
if
(
index
%
1
===
0
)
return
0.5
*
sorted
[
index
-
1
]
+
0.5
*
sorted
[
index
];
return
sorted
[
Math
.
floor
(
index
)];
};
/**
* Return a set of summary statistics provided an array.
*
* @return {Object} summary statistics.
*/
statistic
.
report
=
function
(
array
)
{
return
{
mean
:
statistic
.
mean
(
array
),
firstQuartile
:
statistic
.
quantile
(
array
,
1
,
4
),
median
:
statistic
.
median
(
array
),
thirdQuartile
:
statistic
.
quantile
(
array
,
3
,
4
),
standardDev
:
statistic
.
standardDev
(
array
)
};
};
/**
* Evaluate the standard deviation for a set of values.
*
* @param {Array} set of values.
* @return {Number} standard deviation.
*/
statistic
.
standardDev
=
function
(
arr
)
{
var
count
=
arr
.
length
;
var
mean
=
statistic
.
mean
(
arr
);
var
squaredArr
=
[];
for
(
var
i
=
0
;
i
<
arr
.
length
;
i
++
)
{
squaredArr
[
i
]
=
Math
.
pow
((
arr
[
i
]
-
mean
),
2
);
}
return
Math
.
sqrt
((
1
/
count
)
*
basic
.
sum
(
squaredArr
));
};
/**
* Evaluate the correlation amongst a set of values.
*
* @param {Array} set of values.
* @return {Number} correlation.
*/
statistic
.
correlation
=
function
(
arrX
,
arrY
)
{
if
(
arrX
.
length
===
arrY
.
length
)
{
var
covarXY
=
statistic
.
covariance
(
arrX
,
arrY
);
var
stdDevX
=
statistic
.
standardDev
(
arrX
);
var
stdDevY
=
statistic
.
standardDev
(
arrY
);
return
covarXY
/
(
stdDevX
*
stdDevY
);
}
else
{
throw
new
Error
(
'Array mismatch'
);
}
};
/**
* Calculate the Coefficient of Determination of a dataset and regression line.
*
* @param {Array} Source data.
* @param {Array} Regression data.
* @return {Number} A number between 0 and 1.0 that represents how well the regression line fits the data.
*/
statistic
.
rSquared
=
function
(
source
,
regression
)
{
var
residualSumOfSquares
=
basic
.
sum
(
source
.
map
(
function
(
d
,
i
)
{
return
basic
.
square
(
d
-
regression
[
i
]);
}));
var
totalSumOfSquares
=
basic
.
sum
(
source
.
map
(
function
(
d
)
{
return
basic
.
square
(
d
-
statistic
.
mean
(
source
));
}));
return
1
-
(
residualSumOfSquares
/
totalSumOfSquares
);
};
/**
* Create a function to calculate the exponential regression of a dataset.
*
* @param {Array} set of values.
* @return {Function} function to accept X values and return corresponding regression Y values.
*/
statistic
.
exponentialRegression
=
function
(
arrY
)
{
var
n
=
arrY
.
length
;
var
arrX
=
basic
.
range
(
1
,
n
);
var
xSum
=
basic
.
sum
(
arrX
);
var
yLog
=
arrY
.
map
(
function
(
d
)
{
return
Math
.
log
(
d
);
});
var
xSquared
=
arrX
.
map
(
function
(
d
)
{
return
d
*
d
;
});
var
xSquaredSum
=
basic
.
sum
(
xSquared
);
var
yLogSum
=
basic
.
sum
(
yLog
);
var
xyLog
=
arrX
.
map
(
function
(
d
,
i
)
{
return
d
*
yLog
[
i
];
});
var
xyLogSum
=
basic
.
sum
(
xyLog
);
var
a
=
(
yLogSum
*
xSquaredSum
-
xSum
*
xyLogSum
)
/
(
n
*
xSquaredSum
-
(
xSum
*
xSum
));
var
b
=
(
n
*
xyLogSum
-
xSum
*
yLogSum
)
/
(
n
*
xSquaredSum
-
(
xSum
*
xSum
));
var
fn
=
function
(
x
)
{
if
(
typeof
x
===
'number'
)
{
return
Math
.
exp
(
a
)
*
Math
.
exp
(
b
*
x
);
}
else
{
return
x
.
map
(
function
(
d
)
{
return
Math
.
exp
(
a
)
*
Math
.
exp
(
b
*
d
);
});
}
};
fn
.
rSquared
=
statistic
.
rSquared
(
arrY
,
arrX
.
map
(
fn
));
return
fn
;
};
/**
* Create a function to calculate the linear regression of a dataset.
*
* @param {Array} X array.
* @param {Array} Y array.
* @return {Function} A function which given X or array of X values will return Y.
*/
statistic
.
linearRegression
=
function
(
arrX
,
arrY
)
{
var
n
=
arrX
.
length
;
var
xSum
=
basic
.
sum
(
arrX
);
var
ySum
=
basic
.
sum
(
arrY
);
var
xySum
=
basic
.
sum
(
arrX
.
map
(
function
(
d
,
i
)
{
return
d
*
arrY
[
i
];
}));
var
xSquaredSum
=
basic
.
sum
(
arrX
.
map
(
function
(
d
)
{
return
d
*
d
;
}));
var
xMean
=
statistic
.
mean
(
arrX
);
var
yMean
=
statistic
.
mean
(
arrY
);
var
b
=
(
xySum
-
1
/
n
*
xSum
*
ySum
)
/
(
xSquaredSum
-
1
/
n
*
(
xSum
*
xSum
));
var
a
=
yMean
-
b
*
xMean
;
return
function
(
x
)
{
if
(
typeof
x
===
'number'
)
{
return
a
+
b
*
x
;
}
else
{
return
x
.
map
(
function
(
d
)
{
return
a
+
b
*
d
;
});
}
};
};
/**
* Evaluate the covariance amongst 2 sets.
*
* @param {Array} set 1 of values.
* @param {Array} set 2 of values.
* @return {Number} covariance.
*/
statistic
.
covariance
=
function
(
set1
,
set2
)
{
if
(
set1
.
length
===
set2
.
length
)
{
var
n
=
set1
.
length
;
var
total
=
0
;
var
sum1
=
basic
.
sum
(
set1
);
var
sum2
=
basic
.
sum
(
set2
);
for
(
var
i
=
0
;
i
<
n
;
i
++
)
{
total
+=
set1
[
i
]
*
set2
[
i
];
}
return
(
total
-
sum1
*
sum2
/
n
)
/
n
;
}
else
{
throw
new
Error
(
'Array mismatch'
);
}
};
},{
"./basic"
:
3
}]},{},[
1
])(
1
)
});
\ No newline at end of file
js/numbers/numbers.matrix.extra.js
0 → 100644
View file @
7df0fde6
numbers
.
matrix
.
toString
=
function
(
a
){
var
res
=
""
for
(
var
i
=
0
;
i
<
a
.
length
;
i
++
){
res
+=
a
[
i
].
join
(
" "
)
+
"
\n
"
}
return
res
}
js/ui_align.js
View file @
7df0fde6
...
@@ -43,8 +43,8 @@ function align_init(){
...
@@ -43,8 +43,8 @@ function align_init(){
//align_heading();
//align_heading();
//test_markers_set1();
//test_markers_set1();
//if (DEBUG_ALIGN) test_markers_set1();
//if (DEBUG_ALIGN) test_markers_set1();
//
if (DEBUG_ALIGN) test_markers_set2();
if
(
DEBUG_ALIGN
)
test_markers_set2
();
if
(
DEBUG_ALIGN
)
test_markers_set3
();
//
if (DEBUG_ALIGN) test_markers_set3();
x3dom_align_GN
();
x3dom_align_GN
();
});
});
...
@@ -123,61 +123,15 @@ function x3dom_align_GN(){
...
@@ -123,61 +123,15 @@ function x3dom_align_GN(){
var
x0
=
Data
.
camera
.
kml
.
latitude
;
var
x0
=
Data
.
camera
.
kml
.
latitude
;
var
y0
=
Data
.
camera
.
kml
.
longitude
;
var
y0
=
Data
.
camera
.
kml
.
longitude
;
var
h0
=
Data
.
camera
.
kml
.
heading
;
var
h0
=
Data
.
camera
.
kml
.
heading
;
var
epsilon
=
1
e
-
8
;
//if (h0>180) h0 = h0 - 360;
//tests
//test_AxB();
//test_At();
//test_AxV();
//test_Ainv();
var
ε
=
0.000000001
;
var
iterate
=
true
;
var
counter
=
0
;
var
result
=
0
;
var
xyh
=
[
x0
,
y0
,(
h0
>
180
)?
h0
-
360
:
h0
];
var
xyh
=
[
x0
,
y0
,(
h0
>
180
)?
h0
-
360
:
h0
];
while
(
iterate
){
var
result
=
numbers
.
calculus
.
GaussNewton
(
xyh
,
Data
.
markers
.
length
,
r_i
,[
dr_dx_i
,
dr_dy_i
,
dr_dh_i
],
epsilon
);
if
(
DEBUG_ALIGN
){
// functions values
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
console
.
log
(
f1_3d_i
(
i
,
xyh
[
0
],
xyh
[
1
],
xyh
[
2
])
+
" - "
+
f2_map_i
(
i
,
xyh
[
0
],
xyh
[
1
],
xyh
[
2
])
+
" = "
+
r_i
(
i
,
xyh
[
0
],
xyh
[
1
],
xyh
[
2
]));
}
}
counter
++
;
//console.log("Interation: "+counter+" for "+xyh[0]+" "+xyh[1]+" "+xyh[2]);
xyh
=
result
.
v
;
xyh_new
=
GaussNewtonAlgorithm
(
xyh
[
0
],
xyh
[
1
],
xyh
[
2
]);
var
s1
=
result
.
error
;
//if (xyh_new[2]<-180) xyh_new[2] += 360;
var
counter
=
result
.
count
;
//if (xyh_new[2]> 180) xyh_new[2] -= 360;
var
s0
=
sigma
(
xyh
[
0
],
xyh
[
1
],
xyh
[
2
]);
var
s1
=
sigma
(
xyh_new
[
0
],
xyh_new
[
1
],
xyh_new
[
2
]);
//if ((s1>s0)||((s0-s1)<ε)){
if
(
Math
.
abs
(
s0
-
s1
)
<
ε
){
iterate
=
false
;
}
if
(
DEBUG_ALIGN
){
console
.
log
(
"Errors: "
+
(
xyh_new
[
0
]
-
xyh
[
0
])
+
" "
+
(
xyh_new
[
1
]
-
xyh
[
1
])
+
" "
+
(
xyh_new
[
2
]
-
xyh
[
2
]));
console
.
log
(
"Iteration "
+
counter
+
" result: "
+
xyh_new
[
0
]
+
" "
+
xyh_new
[
1
]
+
" "
+
xyh_new
[
2
]);
console
.
log
(
"Error function value: "
+
sigma
(
xyh_new
[
0
],
xyh_new
[
1
],
xyh_new
[
2
]));
}
if
(
counter
==
1000
){
iterate
=
false
;
}
xyh
[
0
]
=
xyh_new
[
0
];
xyh
[
1
]
=
xyh_new
[
1
];
xyh
[
2
]
=
xyh_new
[
2
];
}
//calc distance error
//calc distance error
de
=
distance_error
(
x0
,
y0
,(
h0
>
180
)?
h0
-
360
:
h0
);
de
=
distance_error
(
x0
,
y0
,(
h0
>
180
)?
h0
-
360
:
h0
);
...
@@ -188,51 +142,14 @@ function x3dom_align_GN(){
...
@@ -188,51 +142,14 @@ function x3dom_align_GN(){
}
}
/*
* calc the next iteration values
*/
function
GaussNewtonAlgorithm
(
x
,
y
,
h
){
var
J
=
Jacobian
(
x
,
y
,
h
);
var
Jt
=
At
(
J
);
var
JtJ
=
AxB
(
Jt
,
J
);
var
JtJi
=
Ainv
(
JtJ
);
var
JtJixJt
=
AxB
(
JtJi
,
Jt
);
var
Vr
=
[];
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
Vr
[
i
]
=
r_i
(
i
,
x
,
y
,
h
);
}
var
d
=
AxV
(
JtJixJt
,
Vr
);
var
k
=
1
;
return
[
x
-
k
*
d
[
0
],
y
-
k
*
d
[
1
],
h
-
k
*
d
[
2
]];
}
/*
* sum of squared residuals - criterion for stopping
*/
function
sigma
(
x
,
y
,
h
){
var
sum
=
0
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
sum
+=
r_i
(
i
,
x
,
y
,
h
)
*
r_i
(
i
,
x
,
y
,
h
);
}
sum
=
Math
.
sqrt
(
sum
/
Data
.
markers
.
length
);
return
sum
;
}
/*
/*
* heading in degrees from 3D model
* heading in degrees from 3D model
*/
*/
function
f1_3d_i
(
i
,
x
,
y
,
h
){
function
f1_3d_i
(
i
,
v
){
var
base
=
Data
.
camera
;
var
base
=
Data
.
camera
;
var
mark
=
Data
.
markers
[
i
];
var
mark
=
Data
.
markers
[
i
];
var
v
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
align
.
x
-
base
.
x
,
0
,
mark
.
align
.
z
-
base
.
z
);
var
v
ec
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
align
.
x
-
base
.
x
,
0
,
mark
.
align
.
z
-
base
.
z
);
var
res
=
Math
.
atan2
(
v
.
x
,
-
v
.
z
)
*
180
/
Math
.
PI
+
h
;
var
res
=
Math
.
atan2
(
v
ec
.
x
,
-
vec
.
z
)
*
180
/
Math
.
PI
+
v
[
2
]
;
if
(
res
>
180
)
res
=
res
-
360
;
if
(
res
>
180
)
res
=
res
-
360
;
if
(
res
<-
180
)
res
=
res
+
360
;
if
(
res
<-
180
)
res
=
res
+
360
;
...
@@ -243,10 +160,10 @@ function f1_3d_i(i,x,y,h){
...
@@ -243,10 +160,10 @@ function f1_3d_i(i,x,y,h){
/*
/*
* heading in degrees from map
* heading in degrees from map
*/
*/
function
f2_map_i
(
i
,
x
,
y
,
h
){
function
f2_map_i
(
i
,
v
){
var
mark
=
Data
.
markers
[
i
];
var
mark
=
Data
.
markers
[
i
];
var
p1_ll
=
new
L
.
LatLng
(
x
,
y
);
var
p1_ll
=
new
L
.
LatLng
(
v
[
0
],
v
[
1
]
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
//console.log(p1_ll);
//console.log(p1_ll);
...
@@ -275,9 +192,9 @@ function f2_map_i(i,x,y,h){
...
@@ -275,9 +192,9 @@ function f2_map_i(i,x,y,h){
/*
/*
* residuals function
* residuals function
*/
*/
function
r_i
(
i
,
x
,
y
,
h
){
function
r_i
(
i
,
v
){
var
f1
=
f1_3d_i
(
i
,
x
,
y
,
h
);
var
f1
=
f1_3d_i
(
i
,
v
);
var
f2
=
f2_map_i
(
i
,
x
,
y
,
h
);
var
f2
=
f2_map_i
(
i
,
v
);
//return (f1-f2+360)%360;
//return (f1-f2+360)%360;
return
(
f1
-
f2
);
return
(
f1
-
f2
);
}
}
...
@@ -285,10 +202,10 @@ function r_i(i,x,y,h){
...
@@ -285,10 +202,10 @@ function r_i(i,x,y,h){
/*
/*
* dr/dx(i)
* dr/dx(i)
*/
*/
function
dr_dx_i
(
i
,
x
,
y
,
h
){
function
dr_dx_i
(
i
,
v
){
var
mark
=
Data
.
markers
[
i
];
var
mark
=
Data
.
markers
[
i
];
var
p1_ll
=
new
L
.
LatLng
(
x
,
y
);
var
p1_ll
=
new
L
.
LatLng
(
v
[
0
],
v
[
1
]
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
p1_ll
.
lat
=
p1_ll
.
lat
*
Math
.
PI
/
180
;
p1_ll
.
lat
=
p1_ll
.
lat
*
Math
.
PI
/
180
;
...
@@ -316,10 +233,10 @@ function dr_dx_i(i,x,y,h){
...
@@ -316,10 +233,10 @@ function dr_dx_i(i,x,y,h){
/*
/*
* dr/dy(i)
* dr/dy(i)
*/
*/
function
dr_dy_i
(
i
,
x
,
y
,
h
){
function
dr_dy_i
(
i
,
v
){
var
mark
=
Data
.
markers
[
i
];
var
mark
=
Data
.
markers
[
i
];
var
p1_ll
=
new
L
.
LatLng
(
x
,
y
);
var
p1_ll
=
new
L
.
LatLng
(
v
[
0
],
v
[
1
]
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
var
p2_ll
=
new
L
.
LatLng
(
mark
.
align
.
latitude
,
mark
.
align
.
longitude
);
p1_ll
.
lat
=
p1_ll
.
lat
*
Math
.
PI
/
180
;
p1_ll
.
lat
=
p1_ll
.
lat
*
Math
.
PI
/
180
;
...
@@ -347,175 +264,10 @@ function dr_dy_i(i,x,y,h){
...
@@ -347,175 +264,10 @@ function dr_dy_i(i,x,y,h){
/*
/*
* dr/dh(i)
* dr/dh(i)
*/
*/
function
dr_dh_i
(
i
,
x
,
y
,
h
){
function
dr_dh_i
(
i
,
v
){
return
1
;
return
1
;
}
}
/*
* Jacobi matrix
*/
function
Jacobian
(
x
,
y
,
h
){
var
J
=
[];
var
base
=
Data
.
camera
;
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
var
mark
=
Data
.
markers
[
i
];
J
[
i
]
=
[
dr_dx_i
(
i
,
x
,
y
,
h
),
dr_dy_i
(
i
,
x
,
y
,
h
),
dr_dh_i
(
i
,
x
,
y
,
h
)];
/*
e0 = 0.000000001;
e1 = 0.000000001;
e2 = 0.00001;
dri_dx_cal = dr_dx_i(i,x,y,h);
dri_dy_cal = dr_dy_i(i,x,y,h);
dri_dh_cal = dr_dh_i(i,x,y,h);
dri_dx_num = (r_i(i,x+e0,y ,h )-r_i(i,x-e0,y ,h ))/e0/2;
dri_dy_num = (r_i(i,x ,y+e1,h )-r_i(i,x ,y-e1,h ))/e1/2;
dri_dh_num = (r_i(i,x ,y ,h+e2)-r_i(i,x ,y ,h-e2))/e2/2;
console.log("CALC: "+dri_dx_cal.toFixed(10)+" "+dri_dy_cal.toFixed(10)+" "+dri_dh_cal.toFixed(4));
console.log("NUME: "+dri_dx_num.toFixed(10)+" "+dri_dy_num.toFixed(10)+" "+dri_dh_num.toFixed(4));
*/
}
return
J
;
}
/*
* Utility functions
*/
/*
* AxB, any dimensions
*/
function
AxB
(
A
,
B
){
var
m1
=
A
.
length
;
var
n1
=
A
[
0
].
length
;
var
m2
=
B
.
length
;
var
n2
=
B
[
0
].
length
;
if
(
n1
!=
m2
){
console
.
log
(
"M=AxB: cannot multiply matrices A_"
+
m1
+
"_"
+
n1
+
" x B_"
+
m2
+
"_"
+
n2
);
return
[];
}
var
R
=
[];
for
(
var
i
=
0
;
i
<
m1
;
i
++
){
R
[
i
]
=
[];
for
(
var
j
=
0
;
j
<
n2
;
j
++
){
R
[
i
][
j
]
=
0
;
for
(
var
k
=
0
;
k
<
n1
;
k
++
){
R
[
i
][
j
]
+=
A
[
i
][
k
]
*
B
[
k
][
j
];
}
}
}
return
R
;
}
/*
* Determinant for 3x3 only
*/
function
Adet
(
A
){
var
m
=
A
.
length
;
var
n
=
A
[
0
].
length
;
if
((
m
!=
3
)
||
(
n
!=
3
)){
console
.
log
(
"Matrix inverting works only for 3x3 dimension"
);
}
var
M
=
new
x3dom
.
fields
.
SFMatrix4f
(
A
[
0
][
0
],
A
[
0
][
1
],
A
[
0
][
2
],
0
,
A
[
1
][
0
],
A
[
1
][
1
],
A
[
1
][
2
],
0
,
A
[
2
][
0
],
A
[
2
][
1
],
A
[
2
][
2
],
0
,
0
,
0
,
0
,
1
);
return
M
.
det
();
}
/*
* Inverted matrix for 3x3 only
*/
function
Ainv
(
A
){
var
m
=
A
.
length
;
var
n
=
A
[
0
].
length
;
if
((
m
!=
3
)
||
(
n
!=
3
)){
console
.
log
(
"Matrix inverting works only for 3x3 dimension"
);
}
var
M
=
new
x3dom
.
fields
.
SFMatrix4f
(
A
[
0
][
0
],
A
[
0
][
1
],
A
[
0
][
2
],
0
,
A
[
1
][
0
],
A
[
1
][
1
],
A
[
1
][
2
],
0
,
A
[
2
][
0
],
A
[
2
][
1
],
A
[
2
][
2
],
0
,
0
,
0
,
0
,
1
);
var
R
=
M
.
inverse
();
return
[
[
R
.
_00
,
R
.
_01
,
R
.
_02
],
[
R
.
_10
,
R
.
_11
,
R
.
_12
],
[
R
.
_20
,
R
.
_21
,
R
.
_22
]
];
}
/*
* Transposed matrix, any dimensions
*/
function
At
(
A
){
var
R
=
[];
for
(
var
i
=
0
;
i
<
A
[
0
].
length
;
i
++
){
R
[
i
]
=
[];
for
(
var
j
=
0
;
j
<
A
.
length
;
j
++
){
R
[
i
][
j
]
=
A
[
j
][
i
];
}
}
return
R
;
}
/*
* Matrix x Vector - any dimensions
*/
function
AxV
(
A
,
V
){
var
Vr
=
[];
var
m1
=
A
.
length
;
var
n1
=
A
[
0
].
length
;
var
m2
=
V
.
length
;
var
n2
=
1
;
if
(
n1
!=
m2
){
console
.
log
(
"Matrix or vector dimension errors, too bad"
);
return
[];
}
for
(
var
i
=
0
;
i
<
m1
;
i
++
){
Vr
[
i
]
=
0
;
for
(
var
j
=
0
;
j
<
m2
;
j
++
){
Vr
[
i
]
+=
A
[
i
][
j
]
*
V
[
j
];
}
}
return
Vr
;
}
/*
/*
* ui dialog to apply or cancel results
* ui dialog to apply or cancel results
...
@@ -614,7 +366,7 @@ function distance_error(x,y,h){
...
@@ -614,7 +366,7 @@ function distance_error(x,y,h){
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
for
(
var
i
=
0
;
i
<
Data
.
markers
.
length
;
i
++
){
var
angle0
=
h
;
var
angle0
=
h
;
var
angle1
=
f2_map_i
(
i
,
x
,
y
,
h
);
var
angle1
=
f2_map_i
(
i
,
[
x
,
y
,
h
]
);
var
z_map
=
Math
.
cos
(
Math
.
PI
/
180
*
(
angle0
-
angle1
))
*
Data
.
markers
[
i
].
d_map
;
var
z_map
=
Math
.
cos
(
Math
.
PI
/
180
*
(
angle0
-
angle1
))
*
Data
.
markers
[
i
].
d_map
;
var
z_x3d
=
-
Data
.
markers
[
i
].
align
.
z
;
var
z_x3d
=
-
Data
.
markers
[
i
].
align
.
z
;
sum
+=
1
/
z_map
-
1
/
z_x3d
;
sum
+=
1
/
z_map
-
1
/
z_x3d
;
...
@@ -647,92 +399,6 @@ function align_tilt(){
...
@@ -647,92 +399,6 @@ function align_tilt(){
}
}
function
test_Ainv
(){
var
A
=
[
[
0
,
0
,
1
],
[
1
,
0
,
0
],
[
0
,
1
,
0
]
];
console
.
log
(
A
);
console
.
log
(
Ainv
(
A
));
}
function
test_AxV
(){
var
A
=
[
[
1
,
2
,
3
,
4
],
[
5
,
6
,
7
,
8
],
[
9
,
10
,
11
,
12
]
];
var
V1
=
[
13
,
14
,
15
,
16
];
var
V2
=
[
13
,
14
,
15
];
console
.
log
(
AxV
(
A
,
V1
));
console
.
log
(
AxV
(
A
,
V2
));
}
function
test_At
(){
console
.
log
(
"testing At: begin"
);
var
A
=
[
[
1
,
2
,
3
,
4
],
[
5
,
6
,
7
,
8
],
[
9
,
10
,
11
,
12
]
];
console
.
log
(
A
);
console
.
log
(
At
(
A
));
console
.
log
(
"testing At: end"
);
}
function
test_AxB
(){
console
.
log
(
"testing AxB: begin"
);
var
A
=
[
[
1
,
2
,
3
,
4
],
[
5
,
6
,
7
,
8
],
[
9
,
10
,
11
,
12
]
];
var
B
=
[
[
13
,
14
,
15
],
[
16
,
17
,
18
],
[
19
,
20
,
21
],
[
22
,
23
,
24
],
];
var
C
=
[
[
2
,
2
],
[
1
,
1
]
];
//test1: 3x4 x 4x3 = 3x3
console
.
log
(
AxB
(
A
,
B
));
//test2: fail test case
console
.
log
(
AxB
(
A
,
C
));
console
.
log
(
"testing AxB: end"
);
}
function
test_markers_set1
(){
function
test_markers_set1
(){
Data
.
camera
.
kml
.
latitude
=
40.7233861
;
Data
.
camera
.
kml
.
latitude
=
40.7233861
;
...
...
test.html
View file @
7df0fde6
...
@@ -25,6 +25,10 @@
...
@@ -25,6 +25,10 @@
<script
type=
'text/javascript'
src=
'js/leaflet/leaflet.camera-view-marker.js'
></script>
<script
type=
'text/javascript'
src=
'js/leaflet/leaflet.camera-view-marker.js'
></script>
<script
type=
'text/javascript'
src=
'js/leaflet/leaflet.camera-view-marker.measure.js'
></script>
<script
type=
'text/javascript'
src=
'js/leaflet/leaflet.camera-view-marker.measure.js'
></script>
<script
type=
'text/javascript'
src=
'js/numbers/numbers.js'
></script>
<script
type=
'text/javascript'
src=
'js/numbers/numbers.matrix.extra.js'
></script>
<script
type=
'text/javascript'
src=
'js/numbers/numbers.calculus.extra.js'
></script>
<!---script type='text/javascript' src='js/x3dom/x3dom-full.debug.js'></script-->
<!---script type='text/javascript' src='js/x3dom/x3dom-full.debug.js'></script-->
<script
type=
'text/javascript'
src=
'js/x3dom_init.js'
></script>
<script
type=
'text/javascript'
src=
'js/x3dom_init.js'
></script>
<script
type=
'text/javascript'
src=
'js/x3dom_functions.js'
></script>
<script
type=
'text/javascript'
src=
'js/x3dom_functions.js'
></script>
...
...
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