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package vecf64
import "math"
// Pow performs elementwise
// a̅ ^ b̅
func Pow(a, b []float64) {
b = b[:len(a)]
for i, v := range a {
switch b[i] {
case 0:
a[i] = float64(1)
case 1:
a[i] = v
case 2:
a[i] = v * v
case 3:
a[i] = v * v * v
default:
a[i] = math.Pow(v, b[i])
}
}
}
func Mod(a, b []float64) {
b = b[:len(a)]
for i, v := range a {
a[i] = math.Mod(v, b[i])
}
}
// Scale multiplies all values in the slice by the scalar. It performs elementwise
// a̅ * s
func Scale(a []float64, s float64) {
for i, v := range a {
a[i] = v * s
}
}
// ScaleInv divides all values in the slice by the scalar. It performs elementwise
// a̅ / s
func ScaleInv(a []float64, s float64) {
Scale(a, 1/s)
}
/// ScaleInvR divides all numbers in the slice by a scalar
// s / a̅
func ScaleInvR(a []float64, s float64) {
for i, v := range a {
a[i] = s / v
}
}
// Trans adds all the values in the slice by a scalar
// a̅ + s
func Trans(a []float64, s float64) {
for i, v := range a {
a[i] = v + s
}
}
// TransInv subtracts all the values in the slice by a scalar
// a̅ - s
func TransInv(a []float64, s float64) {
Trans(a, -s)
}
// TransInvR subtracts all the numbers in a slice from a scalar
// s - a̅
func TransInvR(a []float64, s float64) {
for i, v := range a {
a[i] = s - v
}
}
// PowOf performs elementwise
// a̅ ^ s
func PowOf(a []float64, s float64) {
for i, v := range a {
a[i] = math.Pow(v, s)
}
}
// PowOfR performs elementwise
// s ^ a̅
func PowOfR(a []float64, s float64) {
for i, v := range a {
a[i] = math.Pow(s, v)
}
}
// Max takes two slices, a̅ + b̅, and compares them elementwise. The highest value is put into a̅.
func Max(a, b []float64) {
b = b[:len(a)]
for i, v := range a {
bv := b[i]
if bv > v {
a[i] = bv
}
}
}
// Min takes two slices, a̅ + b̅ and compares them elementwise. The lowest value is put into a̅.
func Min(a, b []float64) {
b = b[:len(a)]
for i, v := range a {
bv := b[i]
if bv < v {
a[i] = bv
}
}
}
/* REDUCTION RELATED */
// Sum sums a slice of float64 and returns a float64
func Sum(a []float64) float64 {
return Reduce(add, float64(0), a...)
}
// MaxOf finds the max of a []float64. it panics if the slice is empty
func MaxOf(a []float64) (retVal float64) {
if len(a) < 1 {
panic("Cannot find the max of an empty slice")
}
return Reduce(max, a[0], a[1:]...)
}
// MinOf finds the max of a []float64. it panics if the slice is empty
func MinOf(a []float64) (retVal float64) {
if len(a) < 1 {
panic("Cannot find the min of an empty slice")
}
return Reduce(min, a[0], a[1:]...)
}
// Argmax returns the index of the min in a slice
func Argmax(a []float64) int {
var f float64
var max int
var set bool
for i, v := range a {
if !set {
f = v
max = i
set = true
continue
}
// TODO: Maybe error instead of this?
if math.IsNaN(v) || math.IsInf(v, 1) {
max = i
f = v
break
}
if v > f {
max = i
f = v
}
}
return max
}
// Argmin returns the index of the min in a slice
func Argmin(a []float64) int {
var f float64
var min int
var set bool
for i, v := range a {
if !set {
f = v
min = i
set = true
continue
}
// TODO: Maybe error instead of this?
if math.IsNaN(v) || math.IsInf(v, -1) {
min = i
f = v
break
}
if v < f {
min = i
f = v
}
}
return min
}
/* FUNCTION VARIABLES */
var (
add = func(a, b float64) float64 { return a + b }
// sub = func(a, b float64) float64 { return a - b }
// mul = func(a, b float64) float64 { return a * b }
// div = func(a, b float64) float64 { return a / b }
// mod = func(a, b float64) float64 { return math.Mod(a, b) }
min = func(a, b float64) float64 {
if a < b {
return a
}
return b
}
max = func(a, b float64) float64 {
if a > b {
return a
}
return b
}
)
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