Matrix.NET | NET implementation of matrices and their operations | Math library

 by   JamesMenetrey C# Version: Current License: MIT

kandi X-RAY | Matrix.NET Summary

kandi X-RAY | Matrix.NET Summary

Matrix.NET is a C# library typically used in Utilities, Math applications. Matrix.NET has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A .NET implementation of matrices and their operations.
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              Matrix.NET has a low active ecosystem.
              It has 6 star(s) with 0 fork(s). There are no watchers for this library.
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              It had no major release in the last 6 months.
              Matrix.NET has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Matrix.NET is current.

            kandi-Quality Quality

              Matrix.NET has no bugs reported.

            kandi-Security Security

              Matrix.NET has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Matrix.NET is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              Matrix.NET releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Matrix.NET Key Features

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            Matrix.NET Examples and Code Snippets

            No Code Snippets are available at this moment for Matrix.NET.

            Community Discussions

            QUESTION

            Why I'm getting "could not find function "theme_rect"" in ggplot?
            Asked 2020-Dec-18 at 02:38

            I'm trying this code to regenerate this function to plot a network based on this link work, I know some functions are deprecated, I replaced opts with theme, but I got error with theme_rect

            ...

            ANSWER

            Answered 2020-Dec-18 at 02:38

            Perhaps you could rewrite the 'theme' section to something like this:

            Source https://stackoverflow.com/questions/65350629

            QUESTION

            Does browser JavaScript allow for SIMD or Vectorized operations?
            Asked 2020-May-07 at 18:26

            I want to write applications in JavaScript that require a large amount of numerical computation. However, I'm very confused about the state of efficient linear-algebra-like computation in client-side JavaScript. There seems to be many approaches, but no clear indication of their readiness. Most of them seem to have restrictions of the size of vectors and matrices allowed for computation.

            WebGL

            Obviously allows for vector and matrix computations on the GPU, but I'm not clear on the limitations. Attempted wrappers around this library seem to limit size of matrices and vectors. Is this a practical limitation (browsers don't support anything else) or just a development limitation (someone need to write the code)?

            WebCL

            WebCL is a proposed browser-level implementation of OpenCL, but appears to be stuck in development.

            WebGPU

            Apple has recently put forth an alternative to WebCL called WebGPU. So far, there is a prototype and demos, but it's not clear to me if this will see wide adoption.

            SIMD

            Mozilla has put out an API for SIMD operations, but it only has experimental support.

            Are vectorized computations on the browser-side supported by JavaScript?

            Notes:

            • My question is not "What's a good library for numerical computation in JavaScript" but "Are vectorized operations possible in JavaScript?" An acceptable answer would link to a demo of vectorized computation working in a non-experimental browser.

            • I may be getting SIMD, vectorization and GPU computation confused. I thought it was okay to use them synonymously in this context, given they all allow for efficient computations involving high-dimensional vectors using hardware acceleration.

            ...

            ANSWER

            Answered 2017-Apr-16 at 04:50

            The state of SIMD in JavaScript is partly a practical and a developmental problem.

            Practical

            Web browsers are kind of like virtual machines. This means they need a ton of drivers for hardware. The drivers for exposing the few shaders and whatnot for WebGL are significantly different than the arbitrary kernel execution required for SIMD operations.

            Developmental

            Hypothetically, one could just wrap WebGL to make it a general purpose GPU computer and someone has attempted to with gpgpu.js. However, it's got finicky support and is probably slower than just directly piping a kernel to the GPU.

            Conclusion

            The web isn't ready for SIMD yet. There are quite a few big companies working to make it ready. Until then, you're going to have to rely on WebWorkers for large batches of numerical computations.

            Source https://stackoverflow.com/questions/42917578

            QUESTION

            WebGL, gl-matrix. How to get frustrum vertices from camera view and projection matrices?
            Asked 2019-Dec-14 at 22:33

            I am using the gl-matrix library. For linear algebra calculations

            I have a view and projection matrix that I used for my camera in a 3d engine. The view is a lookat matrix.

            ...

            ANSWER

            Answered 2019-Mar-31 at 21:51

            At perspective projection the projection matrix describes the mapping from 3D points in the world as they are seen from of a pinhole camera, to 2D points of the viewport.
            The eye space coordinates in the camera frustum (a truncated pyramid) are mapped to a cube (the normalized device coordinates).
            In normalized device space the corner points of the view volume are the corners of a cube with the left, bottom, near of (-1, -1, -1) and the right, top, far of (1, 1, 1).

            To get the points in view space, the points in normalized device space have to be transformed by the inverse projection matrix, followed by a Perspective divide.
            A point in view space can be transformed to a point in world space, by the inverse view matrix.

            The inverse matrix can be computed by mat4.invert. The code to transform a point from normalized device space to world space may be as follows:

            Source https://stackoverflow.com/questions/55445612

            QUESTION

            How do I search through an XML file recursively?
            Asked 2019-Oct-29 at 15:52

            I would like to search in a XML-File for Nodes, that have the name "Reference". The inner Text of these nodes are other xml-Files. I also want to parse these xml-Files for the same nodes ("Reference").

            I use some methods to set the name and Path of the references I found, but I don't know how to do it recursive.

            The class, where I search and set the Name and Path of the reference I found in the XML

            ...

            ANSWER

            Answered 2019-Oct-29 at 10:07

            Since I don't know the exact syntax of the methods, I can just provide some description... So, try to separate the actual searching into a method, say bar, for itself, which takes a list of nodes as input, works with the found nodes, processes the inner text to nodes and call itself on all child nodes which meet the condition. So, you do all your preparations first and call the separated method bar once.

            EDIT: I did not complie the code or anything, so there could be planty of errors. I think, this could help to go a step further.

            Source https://stackoverflow.com/questions/58603992

            QUESTION

            How to interpolate a cube using fromRotationTranslationScaleOrigin in gl-matrix?
            Asked 2019-Apr-28 at 11:05

            Code: https://plnkr.co/edit/QNA31hMYnIJwotwbaDhT?p=preview

            Question: How can I interpolate all properties of fromRotationTranslationScaleOrigin from gl-matrixin draw function of this cube?

            Let's interpolate over 3 seconds: from:

            ...

            ANSWER

            Answered 2019-Apr-28 at 11:02

            To the call back function of requestAnimationFrame is passe one single argument, which is a time value.
            This time can be used to calculate a matrix by a function of time.

            Source https://stackoverflow.com/questions/55889197

            QUESTION

            Retrieve center point the viewer is looking at from view/perspective matrix
            Asked 2018-Apr-04 at 15:09

            I use the glMatrix's method: mat4.lookAt(out, eye, center, up) to set a camera view when a WebGL model is rendering.

            After the model is rendered, I need to retrieve the center attribute from view/perspective matrix. I know how to retrieve the eye attribute, but I have no idea how to get the center one. How can I do that?

            This is the mat4.lookAt method I use: http://glmatrix.net/docs/mat4.js.html#line1366

            ...

            ANSWER

            Answered 2018-Apr-04 at 15:09

            you can't get the actual center since it was normalized. You can get a center position that will generate the same look at. I think it would be this.

            Source https://stackoverflow.com/questions/49651546

            QUESTION

            How to understand/use gl-matrix function fromRotationTranslationScale()
            Asked 2017-Oct-13 at 07:03

            I have a cube in GL in this plunkr that looks like this:

            I would like to scale, rotate and translate the cube from a pivot. to hopefully make it animate like https://www.youtube.com/watch?v=sZeBm8EM3mw&feature=youtu.be

            For this transformation I'll be using: gl-matrix. luckily this transformation has a method for this under mat4.fromRotationTranslationScale()

            Problem is I'm have a hell of a time just using the method? No errors, just the default implementation removed the cube from the screen.

            ...

            ANSWER

            Answered 2017-Oct-12 at 20:40

            I guess your problem is the scale vector. Indeed, I suppose the default vector values are 0.0,0.0,0.0 and if you put this scale parameter into the transformation, your object disapear since it have a size of 0.0... and, 0 is too small to be visible :)

            The good idententy values to pass to this kind of function are the following:

            Source https://stackoverflow.com/questions/46716916

            QUESTION

            Javascript how to reproduce GLSL floating point matrix operation on CPU Uint8array
            Asked 2017-Sep-01 at 22:27

            I have some data in a Uint8array, ( a list of 3d x,y,z coordinates). I need to perform some floating point operations on. (matrix rotation transform multiplication) on this 3d vectors. I am using the http://glmatrix.net/ library for the calculations.

            The data is coming from a 3rd party API that packages it as Uint8Array The vertex data is formatted in sets of 8 [x,y,z,w,r,g,b,a]

            Up until now, I have been performing this operation on the GPU, passing this Uint8array and the rotation matrix to GLSL. I am moving the operation to a CPU based script that is executed offline.

            Update Another piece of the equation. The offline script is a node.js CLI script that writes the final buffer to stdout and eventually to a file using the unix > operator. I then load this in the final app and wrap the arrayBuffer with a typedArray constructor.

            When executed in GLSL, the operation looks like:

            matrix * vec4(vert.x, vert.y, vert.z, 1.0)

            and my results look like:

            Now on the CPU My current code attempt is:

            ...

            ANSWER

            Answered 2017-Sep-01 at 12:42

            First of all: Consider using the Float32Array for your vertex information. Otherwise there can be massive problems. Or at least use non unsigned data formats.

            Now your Problem:

            Since Uint8Array is a unsigned data format it will only save positive 8-bit values. All negative values will be interpreted as positives (10000000 as signed integer is -128 but as unsigned it is 128)

            But i guess the real problem is another one. From the code i assume that you are saving the vertex information like this:

            [X1,Y1,Z1,...] or [X1,Y1,Z1,W1,...]

            Your loop will iterate over the array in steps of 8 since i+=8;. Therefore at least every second vertex will be skipped in your script.

            Source https://stackoverflow.com/questions/46000174

            QUESTION

            Writing a fast 3d matrix and vector library in cython
            Asked 2017-Jun-27 at 22:09

            As part of rewriting my game engine in cython, I am trying to improve the performance of my python+numpy classes for matrix and vector math as this was one of the major bottlenecks I had run into previously. This group of modules had defined classes for types such as Vector2/3/4, Matrix2/3/4, and Quaternion.

            Taking a page from the glMatrix javascript library, I thought that one thing I could do this time around is switch away from a class-based system to a module with just a bunch of math functions to reduce more overhead. That way, instead of returning a new object every time I, say, added two vectors together, I would not have to construct a custom object.

            To test this out, I wrote a benchmark demo for creating two Vec2 objects a and b summing them component-wise to get a Vec2 object out. The code for this is broken down into a main.py that does the timing, a vec2.pyx for the cython code, and a pyvec2.py for the python code. Here is the code for each of those components:

            main.py

            ...

            ANSWER

            Answered 2017-Jun-27 at 08:02

            Cython's strength is arithmetic operations on basic C data types (ints, floats, doubles) and arrays of those. The only arithmetic operation in your code is two simple additions. The rest is data type conversions and array element access. Those operations will certainly dominate, as your timing results indicate. Every time you execute a function call from Python to Cython, there is type checking and conversion overhead. You need to do enough number crunching on the Cython side of this barrier to make it worthwhile.

            This is not a good use case for Cython.

            Is adding a lot of two-element lists really the bottleneck in your application? If it is, you should consider storing all the data in Cython variables, incurring the penalty of translation only once. Move data to the Python side only when you have to. If it isn't, you need to create a more realistic test.

            My experience is that Cython can usually match or even outperform numpy, although it make take some effort to optimize. (numpy/scipy of course has the "slight" advantage of offering more functionality than I could create in a hundred lifetimes). But the same process of converting Python to C data types must occur there as well.

            Source https://stackoverflow.com/questions/44773839

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