本文整理汇总了C++中AB函数的典型用法代码示例。如果您正苦于以下问题:C++ AB函数的具体用法?C++ AB怎么用?C++ AB使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了AB函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Pl_Current_Mirror_Alt_0
/*-------------------------------------------------------------------------*
* PL_CURRENT_MIRROR_ALT_0 *
* *
*-------------------------------------------------------------------------*/
Bool
Pl_Current_Mirror_Alt_0(void)
{
/* int stm; */
WamWord m_stm_word;
StmLst *m;
Pl_Update_Choice_Point((CodePtr) Prolog_Predicate(CURRENT_MIRROR_ALT, 0), 0);
/* stm = AB(B, 0); */
m_stm_word = AB(B, 1);
m = (StmLst *) AB(B, 2);
if (m->next) /* non deterministic case */
{
#if 0 /* the following data is unchanged */
AB(B, 0) = stm;
AB(B, 1) = m_stm_word;
#endif
AB(B, 2) = (WamWord) m->next;
}
else
Delete_Last_Choice_Point();
return Pl_Get_Integer(m->stm, m_stm_word);
}
开发者ID:armaanbindra,项目名称:SudokuSolver,代码行数:30,代码来源:stream_c.c示例2: Pl_Current_Stream_Alt_0
/*-------------------------------------------------------------------------*
* PL_CURRENT_STREAM_ALT_0 *
* *
*-------------------------------------------------------------------------*/
Bool
Pl_Current_Stream_Alt_0(void)
{
WamWord stm_word;
int stm;
Pl_Update_Choice_Point((CodePtr) Prolog_Predicate(CURRENT_STREAM_ALT, 0), 0);
stm_word = AB(B, 0);
stm = AB(B, 1);
for (; stm <= pl_stm_last_used; stm++)
if (pl_stm_tbl[stm])
break;
if (stm >= pl_stm_last_used)
{
Delete_Last_Choice_Point();
if (stm > pl_stm_last_used)
return FALSE;
}
else /* non deterministic case */
{
#if 0 /* the following data is unchanged */
AB(B, 0) = stm_word;
#endif
AB(B, 1) = stm + 1;
}
return Pl_Get_Integer(stm, stm_word);
}
开发者ID:armaanbindra,项目名称:SudokuSolver,代码行数:35,代码来源:stream_c.c示例3: Pl_Foreign_Update_Choice
/*-------------------------------------------------------------------------*
* PL_FOREIGN_UPDATE_CHOICE *
* *
*-------------------------------------------------------------------------*/
void
Pl_Foreign_Update_Choice(CodePtr codep_alt, int arity, int choice_size)
{
pl_foreign_bkt_counter = AB(B, arity) + 1;
AB(B, arity) = pl_foreign_bkt_counter;
pl_foreign_bkt_buffer = (char *) (&(AB(B, arity + choice_size)));
if (pl_foreign_bkt_counter > 0)
{
Pl_Update_Choice_Point(codep_alt, arity);
}
}
开发者ID:mnd,项目名称:gprolog-cx,代码行数:17,代码来源:foreign_supp.c示例4: PushCallStack
inline void
SingularValuesUpper
( DistMatrix<Complex<Real> >& A,
DistMatrix<Real,VR,STAR>& s,
double heightRatio=1.2 )
{
#ifndef RELEASE
PushCallStack("svd::SingularValuesUpper");
if( heightRatio <= 1.0 )
throw std::logic_error("Nonsensical switchpoint for SingularValues");
#endif
typedef Complex<Real> C;
const Grid& g = A.Grid();
const int m = A.Height();
const int n = A.Width();
if( m >= heightRatio*n )
{
DistMatrix<C,MD,STAR> t(g);
QR( A, t );
DistMatrix<C> AT(g),
AB(g);
PartitionDown
( A, AT,
AB, n );
MakeTrapezoidal( LEFT, UPPER, 0, AT );
SimpleSingularValuesUpper( AT, s );
}
else
{
SimpleSingularValuesUpper( A, s );
}
#ifndef RELEASE
PopCallStack();
#endif
}
开发者ID:certik,项目名称:Elemental,代码行数:35,代码来源:SVD.hpp示例5: includePointTriangle
// Checks whether 3D points p lies inside or outside of the triangle ABC
bool includePointTriangle(Vec3r& P,
Vec3r& A,
Vec3r& B,
Vec3r& C) {
Vec3r AB(B - A);
Vec3r BC(C - B);
Vec3r CA(A - C);
Vec3r AP(P - A);
Vec3r BP(P - B);
Vec3r CP(P - C);
Vec3r N(AB ^ BC); // triangle's normal
N.normalize();
Vec3r J(AB ^ AP), K(BC ^ BP), L(CA ^ CP);
J.normalize();
K.normalize();
L.normalize();
if(J * N < 0)
return false; // on the right of AB
if(K * N < 0)
return false; // on the right of BC
if(L * N < 0)
return false; // on the right of CA
return true;
}
开发者ID:GodZza,项目名称:contours,代码行数:32,代码来源:GeomUtils.cpp示例6: AB
void UInputAxisKeyDelegateBinding::BindToInputComponent(UInputComponent* InputComponent) const
{
TArray<FInputAxisKeyBinding> BindsToAdd;
for (int32 BindIndex=0; BindIndex<InputAxisKeyDelegateBindings.Num(); ++BindIndex)
{
const FBlueprintInputAxisKeyDelegateBinding& Binding = InputAxisKeyDelegateBindings[BindIndex];
FInputAxisKeyBinding AB( Binding.AxisKey );
AB.bConsumeInput = Binding.bConsumeInput;
AB.bExecuteWhenPaused = Binding.bExecuteWhenPaused;
AB.AxisDelegate.BindDelegate(InputComponent->GetOwner(), Binding.FunctionNameToBind);
if (Binding.bOverrideParentBinding)
{
for (int32 ExistingIndex = InputComponent->AxisKeyBindings.Num() - 1; ExistingIndex >= 0; --ExistingIndex)
{
const FInputAxisKeyBinding& ExistingBind = InputComponent->AxisKeyBindings[ExistingIndex];
if (ExistingBind.AxisKey == AB.AxisKey)
{
InputComponent->AxisKeyBindings.RemoveAt(ExistingIndex);
}
}
}
// To avoid binds in the same layer being removed by the parent override temporarily put them in this array and add later
BindsToAdd.Add(AB);
}
for (int32 Index=0; Index < BindsToAdd.Num(); ++Index)
{
InputComponent->AxisKeyBindings.Add(BindsToAdd[Index]);
}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:34,代码来源:InputAxisKeyDelegateBinding.cpp示例7: Intersect
bool Intersect(CVector A, CVector B, CVector C, CVector D, CVector *M)
{//ABCD are assumed to lie in the xy plane
//returns true and intersection point M if AB and CD intersect inside
//returns false and intersection point M if AB and CD intersect outside
M->x = 0.0;
M->y = 0.0;
M->z = 0.0;
CVector AB(B.x-A.x, B.y-A.y, B.z-A.z);
CVector CD(D.x-C.x, D.y-C.y, D.z-C.z);
//Cramer's rule
double Det = -AB.x * CD.y + CD.x * AB.y;
if(Det==0.0)
{
//vectors are parallel, no intersection
return false;
}
double Det1 = -(C.x-A.x)*CD.y + (C.y-A.y)*CD.x;
double Det2 = -(C.x-A.x)*AB.y + (C.y-A.y)*AB.x;
double t = Det1/Det;
double u = Det2/Det;
M->x = A.x + t*AB.x;
M->y = A.y + t*AB.y;
if (0.0<=t && t<=1.0 && 0.0<=u && u<=1.0) return true;//M is between A and B
else return false;//M is outside
}
开发者ID:machinaut,项目名称:xflr5,代码行数:30,代码来源:X-FLR5.cpp示例8: Tetra
Tetra(Point3 A,Point3 B,Point3 C,Point3 D) :
m_A(A),m_B(B),m_C(C),m_D(D)
{
Vector3 AB(B-A);
Vector3 AC{ C[0]-A[0], C[1]-A[1], C[2]-A[2] };
Vector3 AD{ D[0]-A[0], D[1]-A[1], D[2]-A[2] };
Vector3 BC{ C[0]-B[0], C[1]-B[1], C[2]-B[2] };
Vector3 BD{ D[0]-B[0], D[1]-B[1], D[2]-B[2] };
m_fABC = ImplicitPlane<float,3>(cross(AB,AC),A);
if (m_fABC(D) < 0)
m_fABC.flip();
m_fABD = ImplicitPlane<float,3>(cross(AB,AD),A);
if (m_fABD(C) < 0)
m_fABD.flip();
m_fACD = ImplicitPlane<float,3>(cross(AC,AD),A);
if (m_fACD(B) < 0)
m_fACD.flip();
m_fBCD = ImplicitPlane<float,3>(cross(BC,BD),B);
if (m_fBCD(A) < 0)
m_fBCD.flip();
}
开发者ID:jeffreycassidy,项目名称:FullMonteSW,代码行数:25,代码来源:Tetra.hpp示例9: AB
/// Assign this matrix to a product of three other matrices
/// @param mult3 :: Matrix multiplication helper object.
GSLMatrix& GSLMatrix::operator=(const GSLMatrixMult3& mult3)
{
// sizes of the result matrix
size_t n1 = mult3.tr1 ? mult3.m_1.size2() : mult3.m_1.size1();
size_t n2 = mult3.tr3 ? mult3.m_3.size1() : mult3.m_3.size2();
this->resize(n1,n2);
// intermediate matrix
GSLMatrix AB( n1, mult3.m_2.size2() );
CBLAS_TRANSPOSE tr1 = mult3.tr1? CblasTrans : CblasNoTrans;
CBLAS_TRANSPOSE tr2 = mult3.tr2? CblasTrans : CblasNoTrans;
CBLAS_TRANSPOSE tr3 = mult3.tr3? CblasTrans : CblasNoTrans;
// AB = m_1 * m_2
gsl_blas_dgemm (tr1, tr2,
1.0, mult3.m_1.gsl(), mult3.m_2.gsl(),
0.0, AB.gsl());
// this = AB * m_3
gsl_blas_dgemm (CblasNoTrans, tr3,
1.0, AB.gsl(), mult3.m_3.gsl(),
0.0, gsl());
return *this;
}
开发者ID:AlistairMills,项目名称:mantid,代码行数:29,代码来源:GSLMatrix.cpp示例10: Explicit
inline void
Explicit( DistMatrix<F>& A, DistMatrix<F>& R, bool colPiv=false )
{
#ifndef RELEASE
CallStackEntry cse("qr::Explicit");
#endif
const Grid& g = A.Grid();
DistMatrix<F,MD,STAR> t(g);
if( colPiv )
{
DistMatrix<Int,VR,STAR> p(g);
QR( A, t, p );
}
else
{
QR( A, t );
}
DistMatrix<F> AT(g),
AB(g);
PartitionDown
( A, AT,
AB, Min(A.Height(),A.Width()) );
R = AT;
MakeTriangular( UPPER, R );
ExpandPackedReflectors( LOWER, VERTICAL, UNCONJUGATED, 0, A, t );
}
开发者ID:khalid-hasanov,项目名称:Elemental,代码行数:26,代码来源:Explicit.hpp示例11: B
Vec3f VertexOrientation3DF0D::operator()(Interface0DIterator& iter) {
Vec3r A,C;
Vec3r B(iter->getX(), iter->getY(), iter->getZ());
if(iter.isBegin())
A = Vec3r(iter->getX(), iter->getY(), iter->getZ());
else
{
Interface0DIterator previous = iter;
--previous ;
A = Vec3r(previous->getX(), previous->getY(), previous->getZ());
}
Interface0DIterator next = iter;
++next ;
if(next.isEnd())
C = Vec3r(iter->getX(), iter->getY(), iter->getZ());
else
C = Vec3r(next->getX(), next->getY(), next->getZ());
Vec3r AB(B-A);
if(AB.norm() != 0)
AB.normalize();
Vec3r BC(C-B);
if(BC.norm() != 0)
BC.normalize();
Vec3f res (AB + BC);
if(res.norm() != 0)
res.normalize();
return res;
}
开发者ID:GodZza,项目名称:contours,代码行数:29,代码来源:Functions0D.cpp示例12: QuadQuality
double QuadQuality(const Vertex & a,const Vertex &b,const Vertex &c,const Vertex &d)
{
// calcul de 4 angles --
R2 A((R2)a),B((R2)b),C((R2)c),D((R2)d);
R2 AB(B-A),BC(C-B),CD(D-C),DA(A-D);
// Move(A),Line(B),Line(C),Line(D),Line(A);
const Metric & Ma = a;
const Metric & Mb = b;
const Metric & Mc = c;
const Metric & Md = d;
double lAB=Norme2(AB);
double lBC=Norme2(BC);
double lCD=Norme2(CD);
double lDA=Norme2(DA);
AB /= lAB; BC /= lBC; CD /= lCD; DA /= lDA;
// version aniso
double cosDAB= Ma(DA,AB)/(Ma(DA)*Ma(AB)),sinDAB= Det(DA,AB);
double cosABC= Mb(AB,BC)/(Mb(AB)*Mb(BC)),sinABC= Det(AB,BC);
double cosBCD= Mc(BC,CD)/(Mc(BC)*Mc(CD)),sinBCD= Det(BC,CD);
double cosCDA= Md(CD,DA)/(Md(CD)*Md(DA)),sinCDA= Det(CD,DA);
double sinmin=Min(Min(sinDAB,sinABC),Min(sinBCD,sinCDA));
// cout << A << B << C << D ;
// cout << " sinmin " << sinmin << " " << cosDAB << " " << cosABC << " " << cosBCD << " " << cosCDA << endl;
// rattente(1);
if (sinmin<=0) return sinmin;
return 1.0-Max(Max(Abs(cosDAB),Abs(cosABC)),Max(Abs(cosBCD),Abs(cosCDA)));
}
开发者ID:cpraveen,项目名称:taxis,代码行数:28,代码来源:MeshQuad.cpp示例13: B
int VertexOrientation2DF0D::operator()(Interface0DIterator& iter)
{
Vec2f A, C;
Vec2f B(iter->getProjectedX(), iter->getProjectedY());
if (iter.isBegin()) {
A = Vec2f(iter->getProjectedX(), iter->getProjectedY());
}
else {
Interface0DIterator previous = iter;
--previous ;
A = Vec2f(previous->getProjectedX(), previous->getProjectedY());
}
Interface0DIterator next = iter;
++next;
if (next.isEnd())
C = Vec2f(iter->getProjectedX(), iter->getProjectedY());
else
C = Vec2f(next->getProjectedX(), next->getProjectedY());
Vec2f AB(B - A);
if (AB.norm() != 0)
AB.normalize();
Vec2f BC(C - B);
if (BC.norm() != 0)
BC.normalize();
result = AB + BC;
if (result.norm() != 0)
result.normalize();
return 0;
}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:30,代码来源:Functions0D.cpp示例14: ClosestIn
///////////////////////////////////////////////////////////////////
// CLOSEST IN
///////////////////////////////////////////////////////////////////
Vec3f ClosestIn(Simplex& P){
assert(P.GetSize() > 0);
if(P.GetSize() == 1) return P.at(0);
else if(P.GetSize() == 2){ //We have a line.
Vector3f AO(-P.at(1)[0], -P.at(1)[1], -P.at(1)[2]);
Vector3f AB(P.at(0)[0] - P.at(1)[0], P.at(0)[1] - P.at(1)[1], P.at(0)[2] - P.at(1)[2]);
Vector3f BO(-P.at(0)[0], -P.at(0)[1], -P.at(0)[2]);
float v = (AB.dot(AO))/(AB.dot(AO) + (-AB).dot(BO));
return (P.at(1)*(1-v) + (P.at(0))*v);
}else{//We have a triangle
Vector3f A(P.at(2)[0], P.at(2)[1], P.at(2)[2]);
Vector3f B(P.at(1)[0], P.at(1)[1], P.at(1)[2]);
Vector3f C (P.at(0)[0], P.at(0)[1], P.at(0)[2]);
Vector3f AB = B-A;
Vector3f AC = C-A;
Vector3f N = AB.cross(AC);
Vector3f Nab = N.cross(AB);
Vector3f Nac = N.cross(AC);
float v = (-A).dot(Nac)/((AB).dot(Nac));
float w = (-A).dot(Nab)/((AC).dot(Nab));
float u = 1-v-w;
return (P.at(2)*u + P.at(1)*v + P.at(0)*w);
}
}
开发者ID:scottc52,项目名称:SpaceGame,代码行数:29,代码来源:CollisionDetection.cpp示例15: kroen_product
MatrixXd kroen_product(MatrixXd A, MatrixXd B){
unsigned int Ar = A.rows(), Ac = A.cols(), Br = B.rows(), Bc = B.cols();
MatrixXd AB(Ar*Br,Ac*Bc);
for (unsigned int i=0; i<Ar; ++i)
for (unsigned int j=0; j<Ac; ++j)
AB.block(i*Br,j*Bc,Br,Bc) = A(i,j)*B;
return AB;
}
开发者ID:rubengooj,项目名称:StVO-PL,代码行数:8,代码来源:auxiliar.cpp本文标签属性:
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