nerdamer | a symbolic math expression evaluator for javascript | Math library
kandi X-RAY | nerdamer Summary
kandi X-RAY | nerdamer Summary
As of version 0.5.0, the library is split into the core and optional add-ons which can be loaded after the core has been loaded. Getting started with Nerdamer. Load the library in your html page. Some functions have dependencies from other add-ons. You can see nerdamer in action at For full documentation go to All operations are done using the 'nerdamer' object. To add an expression just add it to the nerdamer object which will return a expression object. You can also pass in an object with known values as the second parameter. As you can see only the substitution is performed. To evaluate the result just call evaluate. Note that evaluate returns a text string or a number not an object. To get back the text as a fraction, call the text method and pass in the string 'fractions'. You can get your expression back as LaTeX by calling the toTeX method. To have numbers returned as decimals pass in the string 'decimals' to the toTeX method. Alternatively you can pass an object containing known values into evaluate method instead. The values passed in don’t have to be number they can be another expression if needed. Every time you parse an expression it’s stored in nerdamer. To get a list of all the expressions you just call nerdamer.expressions(). You can request it as an object as well by passing in true. This can be convenient in some situations as the numbering starts at 1;. Functions aren’t always immediately parsed to numbers. For example. will only subsitute out the variable name. To change this behaviour numer should be passed in as the 3rd argument. The difference however is that the first option directly substitutes the variables while the second first evaluates the expression and then makes the substitutions. This library utilizes native javascript functions as much as possible. As a result it inherits whatever rounding errors they possess. One major change with version 0.6.0 however, is dealing with floating point issues. The above expample now returns zero whereas in previous version the result would be 4.440892098500626e-16. Same goes for 0.1+0.2. An expression can be replaced directly by passing in the index of which expression to override. For example. If multiple modifier options need to be passed into nerdamer you can do so using an array. For example …. If you need the code as LaTeX you can pass in true as the second parameter when requesting the expressions. You can specify a particular location when adding an expression, which is specified with the third parameter. Here’s an example of reserved variable and function names. Most math functions are passed in as part of the expression. If you want to differentiate for instance you just use the function diff which is located in the Calculus add-on as of version 0.5.0.
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QUESTION
I am trying to use the nerdamer library to solve equation. Following is example which works: //multiple roots
...ANSWER
Answered 2022-Jan-29 at 16:39There are many ways to do this, you could use string concatenation:
QUESTION
I am trying today to solve for the coordinates where functions intersect. I am using the nerdarmer library right now, but it only returns only one solution out of all the possible solutions. For example, I want the code below to print -1, 0, 1 but it only outputs 0. Another example is if I want to find intersections between y = 0 and sin(x), I want the output to be ..., (-2pi, 0), (-pi, 0), (pi, 0), (2pi, 0), (3pi, 0), ...
...ANSWER
Answered 2021-Oct-31 at 22:37You've misunderstood the syntax of nerdamer.solve
The first argument is the formula or equation. The second argument is the variable to solve for. If the first argument is not an equation, it is assumed to be equal 0. In your case x^3=0. which only has the solution 0.
If you want to intersect the equations you will need to set them equal to each other in the first argument. And in the second argument just specify x. (or change it to suit your needs if required).
QUESTION
I'm using Nerdamer.solve()
to get some linear equation roots. It's working fine but I wonder if there is any way to get only the first 4 decimals of every solution.
EquationSolver.js
//First step, using Nerdamer to solve the equation stored in value
...ANSWER
Answered 2021-Apr-30 at 22:43Since the solution is rendered using KaTeX, it's possible rounding the solution via Latex's package, but its even simplest taking the suggestion of @Dj Burb.
Here is my approach:
QUESTION
I am using Nerdamer.js and it works fine with the code, but when I am solving some equations, the result i get is a function instead of just numbers
here is an example:
1x³+2x²+3x-4=0
if you solve this equation you will get these values:
0.7760454350285384
1.7965885235495673
-1.7965885235495673
or sometimes just the first value
but when i try to solve it with Nerdamer, I will an array of 3 objects with some informations, and the answers in each object are:
(-1/3)*(-146+6*sqrt(606))^(1/3)*2^(-1/3)+(5/3)*(-146+6*sqrt(606))^(-1/3)*2^(1/3)-2/3
(1/6)*((-146+6*sqrt(606))^(1/3)*2^(-1/3))^(-1)*(-5+5*i*sqrt(3))+(1/6)*(-146+6*sqrt(606))^(1/3)*(1+i*sqrt(3))*2^(-1/3)-2/3
(1/6)*((-146+6*sqrt(606))^(1/3)*2^(-1/3))^(-1)*(-5-5*i*sqrt(3))+(1/6)*(-146+6*sqrt(606))^(1/3)*(-i*sqrt(3)+1)*2^(-1/3)-2/3
and here is my code:
...ANSWER
Answered 2021-Jan-01 at 21:30You need to call .evaluate()
for each solution.
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