// Sasum computes the sum of the absolute values of the elements of x. // \sum_i |x[i]| // Sasum returns 0 if incX is negative. // // Float32 implementations are autogenerated and not directly tested. func (Implementation) Sasum(n int, x []float32, incX int) float32 { var sum float32 if n < 0 { panic(negativeN) } if incX < 1 { if incX == 0 { panic(zeroIncX) } return 0 } if incX > 0 && (n-1)*incX >= len(x) { panic(badX) } if incX == 1 { x = x[:n] for _, v := range x { sum += math.Abs(v) } return sum } for i := 0; i < n; i++ { sum += math.Abs(x[i*incX]) } return sum }
// Snrm2 computes the Euclidean norm of a vector, // sqrt(\sum_i x[i] * x[i]). // This function returns 0 if incX is negative. // // Float32 implementations are autogenerated and not directly tested. func (Implementation) Snrm2(n int, x []float32, incX int) float32 { if incX < 1 { if incX == 0 { panic(zeroIncX) } return 0 } if incX > 0 && (n-1)*incX >= len(x) { panic(badX) } if n < 2 { if n == 1 { return math.Abs(x[0]) } if n == 0 { return 0 } if n < 1 { panic(negativeN) } } var ( scale float32 = 0 sumSquares float32 = 1 ) if incX == 1 { x = x[:n] for _, v := range x { if v == 0 { continue } absxi := math.Abs(v) if scale < absxi { sumSquares = 1 + sumSquares*(scale/absxi)*(scale/absxi) scale = absxi } else { sumSquares = sumSquares + (absxi/scale)*(absxi/scale) } } return scale * math.Sqrt(sumSquares) } for ix := 0; ix < n*incX; ix += incX { val := x[ix] if val == 0 { continue } absxi := math.Abs(val) if scale < absxi { sumSquares = 1 + sumSquares*(scale/absxi)*(scale/absxi) scale = absxi } else { sumSquares = sumSquares + (absxi/scale)*(absxi/scale) } } return scale * math.Sqrt(sumSquares) }
// Isamax returns the index of the largest element of x. If there are multiple // such indices the earliest is returned. Idamax returns -1 if incX is negative or if // n == 0. // // Float32 implementations are autogenerated and not directly tested. func (Implementation) Isamax(n int, x []float32, incX int) int { if incX < 1 { if incX == 0 { panic(zeroIncX) } return -1 } if incX > 0 && (n-1)*incX >= len(x) { panic(badX) } if n < 2 { if n == 1 { return 0 } if n == 0 { return -1 // Netlib returns invalid index when n == 0 } if n < 1 { panic(negativeN) } } idx := 0 max := math.Abs(x[0]) if incX == 1 { for i, v := range x[:n] { absV := math.Abs(v) if absV > max { max = absV idx = i } } return idx } ix := incX for i := 1; i < n; i++ { v := x[ix] absV := math.Abs(v) if absV > max { max = absV idx = i } ix += incX } return idx }
func (g general32) equalWithinAbs(a general32, tol float32) bool { if g.rows != a.rows || g.cols != a.cols || g.stride != a.stride { return false } for i, v := range g.data { if math.Abs(a.data[i]-v) > tol { return false } } return true }
// Srotg computes the plane rotation // _ _ _ _ _ _ // | c s | | a | | r | // | -s c | * | b | = | 0 | // ‾ ‾ ‾ ‾ ‾ ‾ // where // r = ±(a^2 + b^2) // c = a/r, the cosine of the plane rotation // s = b/r, the sine of the plane rotation // // NOTE: There is a discrepancy between the refence implementation and the BLAS // technical manual regarding the sign for r when a or b are zero. // Srotg agrees with the definition in the manual and other // common BLAS implementations. // // Float32 implementations are autogenerated and not directly tested. func (Implementation) Srotg(a, b float32) (c, s, r, z float32) { if b == 0 && a == 0 { return 1, 0, a, 0 } absA := math.Abs(a) absB := math.Abs(b) aGTb := absA > absB r = math.Hypot(a, b) if aGTb { r = math.Copysign(r, a) } else { r = math.Copysign(r, b) } c = a / r s = b / r if aGTb { z = s } else if c != 0 { // r == 0 case handled above z = 1 / c } else { z = 1 } return }
// Srotmg computes the modified Givens rotation. See // http://www.netlib.org/lapack/explore-html/df/deb/drotmg_8f.html // for more details. // // Float32 implementations are autogenerated and not directly tested. func (Implementation) Srotmg(d1, d2, x1, y1 float32) (p blas.SrotmParams, rd1, rd2, rx1 float32) { var p1, p2, q1, q2, u float32 const ( gam = 4096.0 gamsq = 16777216.0 rgamsq = 5.9604645e-8 ) if d1 < 0 { p.Flag = blas.Rescaling return } p2 = d2 * y1 if p2 == 0 { p.Flag = blas.Identity rd1 = d1 rd2 = d2 rx1 = x1 return } p1 = d1 * x1 q2 = p2 * y1 q1 = p1 * x1 absQ1 := math.Abs(q1) absQ2 := math.Abs(q2) if absQ1 < absQ2 && q2 < 0 { p.Flag = blas.Rescaling return } if d1 == 0 { p.Flag = blas.Diagonal p.H[0] = p1 / p2 p.H[3] = x1 / y1 u = 1 + p.H[0]*p.H[3] rd1, rd2 = d2/u, d1/u rx1 = y1 / u return } // Now we know that d1 != 0, and d2 != 0. If d2 == 0, it would be caught // when p2 == 0, and if d1 == 0, then it is caught above if absQ1 > absQ2 { p.H[1] = -y1 / x1 p.H[2] = p2 / p1 u = 1 - p.H[2]*p.H[1] rd1 = d1 rd2 = d2 rx1 = x1 p.Flag = blas.OffDiagonal // u must be greater than zero because |q1| > |q2|, so check from netlib // is unnecessary // This is left in for ease of comparison with complex routines //if u > 0 { rd1 /= u rd2 /= u rx1 *= u //} } else { p.Flag = blas.Diagonal p.H[0] = p1 / p2 p.H[3] = x1 / y1 u = 1 + p.H[0]*p.H[3] rd1 = d2 / u rd2 = d1 / u rx1 = y1 * u } for rd1 <= rgamsq || rd1 >= gamsq { if p.Flag == blas.OffDiagonal { p.H[0] = 1 p.H[3] = 1 p.Flag = blas.Rescaling } else if p.Flag == blas.Diagonal { p.H[1] = -1 p.H[2] = 1 p.Flag = blas.Rescaling } if rd1 <= rgamsq { rd1 *= gam * gam rx1 /= gam p.H[0] /= gam p.H[2] /= gam } else { rd1 /= gam * gam rx1 *= gam p.H[0] *= gam p.H[2] *= gam } } for math.Abs(rd2) <= rgamsq || math.Abs(rd2) >= gamsq { if p.Flag == blas.OffDiagonal { p.H[0] = 1 p.H[3] = 1 p.Flag = blas.Rescaling } else if p.Flag == blas.Diagonal { p.H[1] = -1 p.H[2] = 1 p.Flag = blas.Rescaling } if math.Abs(rd2) <= rgamsq { rd2 *= gam * gam p.H[1] /= gam p.H[3] /= gam } else { rd2 /= gam * gam p.H[1] *= gam p.H[3] *= gam } } return }