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19
.eslintrc
Normal file
19
.eslintrc
Normal file
@@ -0,0 +1,19 @@
|
||||
parserOptions:
|
||||
sourceType: module
|
||||
|
||||
extends:
|
||||
"standard"
|
||||
rules:
|
||||
no-cond-assign: 0
|
||||
no-console: 0
|
||||
semi:
|
||||
- error
|
||||
- always
|
||||
no-return-assign: 0
|
||||
one-var: 0
|
||||
env:
|
||||
es6: true
|
||||
|
||||
globals:
|
||||
console: false
|
||||
performance: false
|
||||
696
LICENSE
696
LICENSE
@@ -1,678 +1,24 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
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|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
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|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
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|
||||
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|
||||
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|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
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|
||||
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|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
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|
||||
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|
||||
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|
||||
but do not include claims that would be infringed only as a
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
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|
||||
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|
||||
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|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
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|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
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|
||||
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|
||||
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|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
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|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
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|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
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|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
{one line to give the program's name and a brief idea of what it does.}
|
||||
Copyright (C) {year} {name of author}
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
d3-spring-model Copyright (C) 2018 Pitchaya Boonsarngsuk
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2018 Pitchaya Boonsarngsuk
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
|
||||
|
||||
|
||||
28
README.md
28
README.md
@@ -42,8 +42,8 @@ var simulation = d3.forceSimulation(nodes);
|
||||
- [index.js](index.js) Export list of the module
|
||||
- [src/](src) Source code of the module
|
||||
- [package.json](package.json) Node.js moudle descriptor with build scripts
|
||||
- [img](img) Images for this readme file
|
||||
- [examples](examples) An example page running all the algorithms implemented
|
||||
- [examples/](examples) An example page implementing the library
|
||||
- [img/](img) Images for this readme file
|
||||
|
||||
## Building
|
||||
```bash
|
||||
@@ -63,7 +63,7 @@ The implementation is based on [d3.forceLink()](https://github.com/d3/d3-force#f
|
||||
|
||||
<a name="forceLinkFullyConnected" href="#forceLinkFullyConnected">#</a> d3.**forceLinkFullyConnected**() [<>](src/link.js "Source")
|
||||
|
||||
Creates a new link force with default parameters.
|
||||
Creates a new tweaked link force with default parameters.
|
||||
|
||||
<a name="springLink_distance" href="#springLink_distance">#</a> *springLink*.**distance**([<i>distance</i>])
|
||||
|
||||
@@ -89,15 +89,15 @@ If *iterations* is specified, sets the number of iterations per application to t
|
||||
|
||||
<a name="springLink_latestAccel" href="#springLink_latestAccel">#</a> *springLink*.**latestAccel**()
|
||||
|
||||
Returns the average velocity changes of the latest iteration.
|
||||
Returns the average velocity changes of the latest iteration. The value is only calculated if [threshold checking](#springLink_stableVelocity) is enabled.
|
||||
|
||||
<a name="springLink_stableVelocity" href="#springLink_stableVelocity">#</a> *springLink*.**stableVelocity**([*threshold*])
|
||||
|
||||
If *threshold* is specified, sets a threshold and returns this force. When the average velocity changes of the system goes below the threshold, the function [onStableVelo's handler](#springLink_onStableVelo) will be called. Set it to 0 or less or remove the [handler](#neighbourSampling_latestForce) to disable the threshold checking. If *threshold* is not specified, returns the current value, which defaults to 0.
|
||||
If *threshold* is specified, sets a threshold and returns this force. When the average velocity changes of the system goes below the threshold, the function [onStableVelo's handler](#springLink_onStableVelo) will be called. Set it to 0 or less or remove the [handler](#springLink_onStableVelo) to disable the threshold checking. If *threshold* is not specified, returns the current value, which defaults to 0.
|
||||
|
||||
<a name="springLink_onStableVelo" href="#springLink_onStableVelo">#</a> *springLink*.**onStableVelo**([*handler*])
|
||||
|
||||
If *handler* is specified, sets a handler function which will be called at the end of each iteration if the average velocity changes of the system goes below the [threshold](#neighbourSampling_stableVelocity), and returns this force. To remove the handler, change it to null. If *threshold* is not specified, returns the current value, which defaults to null.
|
||||
If *handler* is specified, sets a handler function which will be called at the end of each iteration if the average velocity changes of the system goes below the [threshold](#springLink_stableVelocity), and returns this force. To remove the handler, change it to null. If *threshold* is not specified, returns the current value, which defaults to null.
|
||||
|
||||
### Neighbour and Sampling
|
||||
|
||||
@@ -133,7 +133,7 @@ If *sampleSize* is specified, sets the sample set size to the specified number a
|
||||
|
||||
<a name="neighbourSampling_latestAccel" href="#neighbourSampling_latestAccel">#</a> *neighbourSampling*.**latestAccel**()
|
||||
|
||||
Returns the average velocity changes of the latest iteration.
|
||||
Returns the average velocity changes of the latest iteration. The value is only calculated if [threshold checking](#neighbourSampling_stableVelocity) is enabled.
|
||||
|
||||
<a name="neighbourSampling_stableVelocity" href="#neighbourSampling_stableVelocity">#</a> *neighbourSampling*.**stableVelocity**([*threshold*])
|
||||
|
||||
@@ -149,11 +149,11 @@ The hybrid layout algorithm reduces the computation power usage even further by
|
||||
|
||||
<a name="hybrid" href="#hybrid">#</a> d3.**hybridSimulation**(*simulation*, *forceSample*, [*forceFull*]) [<>](src/hybridSimulation.js "Source")
|
||||
|
||||
Creates a new hybrid layout simulation default parameters. The simulation will takeover control of [d3.forceSimulation](https://github.com/d3/d3-force#forceSimulation) provided (*simulation* parameter). *forceSample* and *forceFull* are pre-configured [d3.forceNeighbourSampling](#forceNeighbourSampling) forces to be run over the $\sqrt{n}$ samples and full dataset respectively. While unsupported, other D3 forces such as [d3.forceLinkFullyConnected](forceLinkFullyConnected) may also work.
|
||||
Creates a new hybrid layout simulation default parameters. The simulation will take control of the provided [d3.forceSimulation](https://github.com/d3/d3-force#forceSimulation) (the *simulation* parameter). *forceSample* and *forceFull* are pre-configured [d3.forceNeighbourSampling](#forceNeighbourSampling) forces to be run over the $\sqrt{n}$ samples and full dataset respectively. While unsupported, other D3 forces such as [d3.forceLinkFullyConnected](forceLinkFullyConnected) may also work.
|
||||
|
||||
*forceSample* and *forceFull* may have [stableVelocity](neighbourSampling_stableVelocity) configured to end the simulation and begin the interpolation phase early, but any [handler](neighbourSampling_onStableVelo) functions will be replaced be hybridSimulation's own internal function.
|
||||
*forceSample* and *forceFull* may have [stableVelocity](neighbourSampling_stableVelocity) configured to end the relevant phase early, but any [handler](neighbourSampling_onStableVelo) functions will be replaced be hybridSimulation's own internal function.
|
||||
|
||||
*forceFull* may also be absent, null, or undefined to skip the final refinement.
|
||||
*forceFull* may also be absent, null, or undefined to skip the final phase.
|
||||
|
||||
*simulation* should have already been loaded with nodes. If there are any changes in the list of nodes, the simulation have to be re-set using the [.simulation](#hybrid_simulation) method.
|
||||
|
||||
@@ -163,11 +163,11 @@ If *simulation* is specified, sets the [d3.forceSimulation](https://github.com/d
|
||||
|
||||
<a name="hybrid_subSet" href="#hybrid_subSet">#</a> *hybrid*.**subSet**()
|
||||
|
||||
Returns the list of nodes in the $\sqrt{n}$ sample set. This is randomly selected on initialization or the nodes list have been refreshed by [.simulation](#hybrid_simulation) method. These nodes will be placed on 2D space from the beginning.
|
||||
Returns the list of nodes in the $\sqrt{n}$ sample set. This is randomly selected on initialization or after the nodes list have been refreshed by [.simulation](#hybrid_simulation) method. These nodes will be placed on 2D space from the beginning.
|
||||
|
||||
<a name="hybrid_nonSubSet" href="#hybrid_nonSubSet">#</a> *hybrid*.**nonSubSet**()
|
||||
|
||||
Returns the list of nodes outside of the $\sqrt{n}$ sample set. This is randomly selected on initialization or the nodes list have been refreshed by [.simulation](#hybrid_simulation) method. These nodes will be interpolated onto 2D space later on.
|
||||
Returns the list of nodes outside of the $\sqrt{n}$ sample set. This is randomly selected on initialization or after the nodes list have been refreshed by [.simulation](#hybrid_simulation) method. These nodes will be interpolated onto 2D space later on.
|
||||
|
||||
<a name="hybrid_forceSample" href="#hybrid_forceSample">#</a> *hybrid*.**forceSample**([*force*])
|
||||
|
||||
@@ -179,11 +179,11 @@ If *force* is specified, sets the neighbour and sampling force to run on the who
|
||||
|
||||
<a name="hybrid_sampleIterations" href="#hybrid_sampleIterations">#</a> *hybrid*.**sampleIterations**([*iterations*])
|
||||
|
||||
If *iterations* is specified, sets the number of iterations to run neighbour and sampling on the $\sqrt{n}$ samples before interpolation and returns this layout simulation. If *iterations* is not specified, returns the current value, which defaults to 300.
|
||||
If *iterations* is specified, sets the number of iterations to run neighbour and sampling on the $\sqrt{n}$ samples before interpolation and returns this layout simulation. If *iterations* is not specified, returns the current value, which defaults to 300. If [stableVelocity](neighbourSampling_stableVelocity) is set on [forceSample](#hybrid_forceSample), the phase may end before the number of iteration reaches the specied value.
|
||||
|
||||
<a name="hybrid_fullIterations" href="#hybrid_fullIterations">#</a> *hybrid*.**fullIterations**([*iterations*])
|
||||
|
||||
If *iterations* is specified, sets the number of iterations to run neighbour and sampling on the whole dataset after interpolation and returns this layout simulation. If set to a number less than 1, the process will be skipped. If *iterations* is not specified, returns the current value, which defaults to 20.
|
||||
If *iterations* is specified, sets the number of iterations to run neighbour and sampling on the whole dataset after interpolation and returns this layout simulation. If set to a number less than 1, the process will be skipped. If *iterations* is not specified, returns the current value, which defaults to 20. If [stableVelocity](neighbourSampling_stableVelocity) is set on [forceFull](#hybrid_forceFull), the phase may end before the number of iteration reaches the specied value.
|
||||
|
||||
<a name="hybrid_numPivots" href="#hybrid_numPivots">#</a> *hybrid*.**numPivots**([*number*])
|
||||
|
||||
|
||||
1000001
examples/data/poker/poker1000000.data
Normal file
1000001
examples/data/poker/poker1000000.data
Normal file
File diff suppressed because it is too large
Load Diff
800000
examples/data/poker/poker200000.csv
Normal file
800000
examples/data/poker/poker200000.csv
Normal file
File diff suppressed because it is too large
Load Diff
750000
examples/data/poker/poker250000.csv
Normal file
750000
examples/data/poker/poker250000.csv
Normal file
File diff suppressed because it is too large
Load Diff
@@ -101,8 +101,8 @@
|
||||
<br/>
|
||||
<label title="Number of iterations before the simulation is stopped">
|
||||
Iterations
|
||||
<output id="iterationsSliderOutput">300</output>
|
||||
<input type="range" min="5" max="5000" value="300" step="5" oninput="d3.select('#iterationsSliderOutput').text(value); ITERATIONS=value;">
|
||||
<output id="iterationsSliderOutput">100</output>
|
||||
<input type="range" min="5" max="1000" value="100" step="5" oninput="d3.select('#iterationsSliderOutput').text(value); ITERATIONS=value;">
|
||||
</label>
|
||||
<br/>
|
||||
<label title="Attribute used for coloring nodes">
|
||||
@@ -221,11 +221,11 @@
|
||||
<p>Select distance function:</p>
|
||||
<div id="distance">
|
||||
<input type="radio" name="distance" checked onclick="distanceFunction=calculateDistance"> General<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateEuclideanDistance"> Euclidean<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateManhattanDistance"> Manhattan<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateJaccardDissimilarity"> Jaccard<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateDiceDissimilarity"> Dice<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateCosineSimilarity"> Cosine<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateEuclideanDistance"> Euclidean (must be numbers only)<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateManhattanDistance"> Manhattan (not tested)<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateJaccardDissimilarity"> Jaccard (not tested)<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateDiceDissimilarity"> Dice (not tested)<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateCosineSimilarity"> Cosine (not tested)<br>
|
||||
<input type="radio" name="distance" onclick="distanceFunction=calculateDistancePoker"> Poker Hands<br>
|
||||
</div>
|
||||
</div>
|
||||
@@ -239,11 +239,11 @@
|
||||
<script src="js/lib/jquery-3.1.1.js"></script>
|
||||
<script src="js/lib/intercom.js"></script>
|
||||
<script src="../build/d3-spring-model.js"></script>
|
||||
<script src="js/src/example-papaparsing.js"></script>
|
||||
<script src="js/src/example-papaparsing/hybrid.js"></script>
|
||||
<script src="js/src/example-papaparsing/linkForce.js"></script>
|
||||
<script src="js/src/example-papaparsing/neighbourSampling.js"></script>
|
||||
<script src="js/src/example-papaparsing/otherAlgo.js"></script>
|
||||
<script src="js/example-papaparsing.js"></script>
|
||||
<script src="js/algos/hybrid.js"></script>
|
||||
<script src="js/algos/linkForce.js"></script>
|
||||
<script src="js/algos/neighbourSampling.js"></script>
|
||||
<script src="js/algos/otherAlgo.js"></script>
|
||||
<script src="js/distances/distancePokerHands.js"></script>
|
||||
<script src="js/distances/distance.js"></script>
|
||||
<script src="js/distances/euclideanDistance.js"></script>
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
/**
|
||||
* Initialize the hybrid layout algorithm and start simulation.
|
||||
*/
|
||||
function startHybridSimulation() {
|
||||
console.log("startHybridSimulation");
|
||||
function startHybridSimulation () {
|
||||
console.log('startHybridSimulation');
|
||||
springForce = false;
|
||||
d3.selectAll(".nodes").remove();
|
||||
d3.selectAll('.nodes').remove();
|
||||
manualStop = false;
|
||||
simulation.stop();
|
||||
p1 = performance.now();
|
||||
@@ -16,34 +16,34 @@ function startHybridSimulation() {
|
||||
let forceSample = d3.forceNeighbourSampling()
|
||||
.neighbourSize(NEIGHBOUR_SIZE)
|
||||
.sampleSize(SAMPLE_SIZE)
|
||||
.stableVelocity(0.43)
|
||||
.distance(distance)
|
||||
.stableVelocity(0) // Change here
|
||||
.distance(distance);
|
||||
|
||||
let forceFull = d3.forceNeighbourSampling()
|
||||
.neighbourSize(FULL_NEIGHBOUR_SIZE)
|
||||
.sampleSize(FULL_SAMPLE_SIZE)
|
||||
.stableVelocity(0.6)
|
||||
.distance(distance)
|
||||
.stableVelocity(0) // Change here
|
||||
.distance(distance);
|
||||
|
||||
let hybridSimulation = d3.hybridSimulation(simulation, forceSample, forceFull)
|
||||
.sampleIterations(ITERATIONS)
|
||||
.fullIterations(FULL_ITERATIONS)
|
||||
.numPivots(PIVOTS ? NUM_PIVOTS:-1)
|
||||
.numPivots(PIVOTS ? NUM_PIVOTS : -1)
|
||||
.interpFindTuneIts(INTERP_ENDING_ITS)
|
||||
.interpDistanceFn(distance)
|
||||
.on("sampleTick", ticked)
|
||||
.on("fullTick", ticked)
|
||||
.on("startInterp", startedFull)
|
||||
.on("end", ended);
|
||||
.on('sampleTick', ticked)
|
||||
.on('fullTick', ticked)
|
||||
.on('startInterp', startedFull)
|
||||
.on('end', ended);
|
||||
|
||||
let sample = hybridSimulation.subSet();
|
||||
addNodesToDOM(sample);
|
||||
|
||||
hybridSimulation.restart();
|
||||
|
||||
function startedFull() {
|
||||
console.log("startedFull");
|
||||
d3.selectAll(".nodes").remove();
|
||||
function startedFull () {
|
||||
console.log('startedFull');
|
||||
d3.selectAll('.nodes').remove();
|
||||
addNodesToDOM(nodes);
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
/**
|
||||
* Initialize the link force algorithm and start simulation.
|
||||
*/
|
||||
function startLinkSimulation() {
|
||||
console.log("startLinkSimulation")
|
||||
function startLinkSimulation () {
|
||||
console.log('startLinkSimulation');
|
||||
springForce = false;
|
||||
alreadyRanIterations = 0;
|
||||
manualStop = true;
|
||||
@@ -11,19 +11,18 @@ function startLinkSimulation() {
|
||||
let links = [], force;
|
||||
|
||||
if (tweakedVerOfLink) {
|
||||
force = d3.forceLinkFullyConnected()
|
||||
force = d3.forceLinkCompleteGraph()
|
||||
.distance(function (n, m) {
|
||||
return distanceFunction(n, m, props, norm);
|
||||
})
|
||||
.stableVelocity(0) //TODO
|
||||
.stableVelocity(0) // Change here
|
||||
.onStableVelo(ended);
|
||||
}
|
||||
else {
|
||||
for (i = nodes.length-1; i >= 1; i--) {
|
||||
for (j = i-1; j >= 0; j--) {
|
||||
} else {
|
||||
for (i = nodes.length - 1; i >= 1; i--) {
|
||||
for (j = i - 1; j >= 0; j--) {
|
||||
links.push({
|
||||
source: nodes[i],
|
||||
target: nodes[j],
|
||||
target: nodes[j]
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -51,9 +50,9 @@ function startLinkSimulation() {
|
||||
simulation
|
||||
.alphaDecay(0)
|
||||
.alpha(1)
|
||||
.on("tick", ticked)
|
||||
.on("end", ended)
|
||||
//.velocityDecay(0.8)
|
||||
.force(forceName,force)
|
||||
.on('tick', ticked)
|
||||
.on('end', ended)
|
||||
// .velocityDecay(0.8)
|
||||
.force(forceName, force)
|
||||
.restart();
|
||||
}
|
||||
29
examples/js/algos/neighbourSampling.js
Normal file
29
examples/js/algos/neighbourSampling.js
Normal file
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* Initialize the Chalmers' 1996 algorithm and start simulation.
|
||||
*/
|
||||
function startNeighbourSamplingSimulation () {
|
||||
console.log('startNeighbourSamplingSimulation');
|
||||
// springForce = true;
|
||||
alreadyRanIterations = 0;
|
||||
manualStop = true;
|
||||
simulation.stop();
|
||||
p1 = performance.now();
|
||||
|
||||
let force = d3.forceNeighbourSampling()
|
||||
.neighbourSize(NEIGHBOUR_SIZE)
|
||||
.sampleSize(SAMPLE_SIZE)
|
||||
.distance(function (s, t) {
|
||||
return distanceFunction(s, t, props, norm);
|
||||
})
|
||||
.stableVelocity(0) // Change here
|
||||
.onStableVelo(ended);
|
||||
|
||||
simulation
|
||||
.alphaDecay(0)
|
||||
.alpha(1)
|
||||
.on('tick', ticked)
|
||||
.on('end', ended)
|
||||
.force(forceName, force);
|
||||
// Restart the simulation.
|
||||
simulation.restart();
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
/**
|
||||
* Initialize the t-SNE algorithm and start simulation.
|
||||
*/
|
||||
function starttSNE() {
|
||||
function starttSNE () {
|
||||
springForce = false;
|
||||
simulation.stop();
|
||||
p1 = performance.now();
|
||||
@@ -25,20 +25,20 @@ function starttSNE() {
|
||||
/**
|
||||
* Initialize the Barnes-Hut algorithm and start simulation.
|
||||
*/
|
||||
function startBarnesHutSimulation() {
|
||||
console.log("startBarnesHutSimulation")
|
||||
function startBarnesHutSimulation () {
|
||||
console.log('startBarnesHutSimulation');
|
||||
alreadyRanIterations = 0;
|
||||
manualStop = false;
|
||||
springForce = false;
|
||||
p1 = performance.now();
|
||||
|
||||
simulation.alphaDecay(1 - Math.pow(0.001, 1 / ITERATIONS))
|
||||
.on("tick", ticked)
|
||||
.on("end", ended)
|
||||
.on('tick', ticked)
|
||||
.on('end', ended)
|
||||
.force(forceName, d3.forceBarnesHut()
|
||||
// The distance function that will be used to calculate distances
|
||||
// between nodes.
|
||||
.distance(function(s, t) { return distanceFunction(s, t, props, norm); }));
|
||||
.distance(function (s, t) { return distanceFunction(s, t, props, norm); }));
|
||||
// Restart the simulation.
|
||||
simulation.alpha(1).restart();
|
||||
}
|
||||
@@ -5,14 +5,14 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateCosineSimilarity(source, target, properties, normArgs) {
|
||||
function calculateCosineSimilarity (source, target, properties, normArgs) {
|
||||
var numerator = 0.0;
|
||||
|
||||
// console.log(properties);
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (property.toLowerCase() !== "class" && property.toLowerCase() !== "app" && property.toLowerCase() !== "user" && property.toLowerCase() !== "weekday") {
|
||||
if (property.toLowerCase() !== 'class' && property.toLowerCase() !== 'app' && property.toLowerCase() !== 'user' && property.toLowerCase() !== 'weekday') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
@@ -26,7 +26,7 @@ function calculateCosineSimilarity(source, target, properties, normArgs) {
|
||||
return Math.abs(numerator / denominator);
|
||||
}
|
||||
|
||||
function squareRooted(node, properties, normArgs) {
|
||||
function squareRooted (node, properties, normArgs) {
|
||||
var sum = 0.0;
|
||||
|
||||
for (var i = 0, s; i < properties.length; i++) {
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateDiceDissimilarity(source, target, properties, normArgs) {
|
||||
function calculateDiceDissimilarity (source, target, properties, normArgs) {
|
||||
var notShared = 0.0;
|
||||
|
||||
// console.log(properties);
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (property.toLowerCase() !== "class" && property.toLowerCase() !== "app" && property.toLowerCase() !== "user" && property.toLowerCase() !== "weekday") {
|
||||
if (property.toLowerCase() !== 'class' && property.toLowerCase() !== 'app' && property.toLowerCase() !== 'user' && property.toLowerCase() !== 'weekday') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
* @param {object} normArgs - the normalization arguments.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateDistance(source, target, properties, normArgs) {
|
||||
function calculateDistance (source, target, properties, normArgs) {
|
||||
var val1 = 0.0, val2 = 0.0,
|
||||
sumDiff = 0.0,
|
||||
ordDiff = 1.0,
|
||||
@@ -19,8 +19,8 @@ function calculateDistance(source, target, properties, normArgs) {
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (source.hasOwnProperty(property) && target.hasOwnProperty(property)
|
||||
&& property.toLowerCase() !== "index" ) {
|
||||
if (source.hasOwnProperty(property) && target.hasOwnProperty(property) &&
|
||||
property.toLowerCase() !== 'index' && property.toLowerCase() !== 'type') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
@@ -32,7 +32,7 @@ function calculateDistance(source, target, properties, normArgs) {
|
||||
val1 = (val1 - average[i]) / (st_dev[i] * sigma[i]);
|
||||
val2 = (val2 - average[i]) / (st_dev[i] * sigma[i]);
|
||||
}
|
||||
sumDiff += (val1-val2) * (val1-val2);
|
||||
sumDiff += (val1 - val2) * (val1 - val2);
|
||||
cols++;
|
||||
// Comparing strings
|
||||
} else if (/[a-zA-Z]/.test(s) && /[a-zA-Z]/.test(t) && s === t) {
|
||||
@@ -42,9 +42,8 @@ function calculateDistance(source, target, properties, normArgs) {
|
||||
// Comparing Dates
|
||||
var parsedDateS = Date.parse(s);
|
||||
var parsedDateT = Date.parse(t);
|
||||
if (isNaN(s) && !isNaN(parsedDateS)
|
||||
&& isNaN(t) && !isNaN(parsedDateT)) {
|
||||
|
||||
if (isNaN(s) && !isNaN(parsedDateS) &&
|
||||
isNaN(t) && !isNaN(parsedDateT)) {
|
||||
val1 = parsedDateS.valueOf(),
|
||||
val2 = parsedDateT.valueOf();
|
||||
|
||||
@@ -52,7 +51,7 @@ function calculateDistance(source, target, properties, normArgs) {
|
||||
val1 = (val1 - average[i]) / (st_dev[i] * sigma[i]);
|
||||
val2 = (val2 - average[i]) / (st_dev[i] * sigma[i]);
|
||||
}
|
||||
sumDiff += (val1-val2) * (val1-val2);
|
||||
sumDiff += (val1 - val2) * (val1 - val2);
|
||||
cols++;
|
||||
}
|
||||
}
|
||||
@@ -62,9 +61,9 @@ function calculateDistance(source, target, properties, normArgs) {
|
||||
sumDiff *= ordDiff;
|
||||
|
||||
if (cols > 0) {
|
||||
sumDiff *= properties.length/cols;
|
||||
sumDiff *= properties.length / cols;
|
||||
}
|
||||
|
||||
//console.log(sumDiff);
|
||||
// console.log(sumDiff);
|
||||
return sumDiff;
|
||||
}
|
||||
|
||||
@@ -6,11 +6,11 @@
|
||||
* @param {node} target
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateDistancePoker(source, target) {
|
||||
function calculateDistancePoker (source, target) {
|
||||
var sumDiff = 0.0,
|
||||
ordDiff = 1.0,
|
||||
ORD_FACTOR = 1.5,
|
||||
cards = ["C1", "C2", "C3", "C4", "C5"],
|
||||
cards = ['C1', 'C2', 'C3', 'C4', 'C5'],
|
||||
cols = 0;
|
||||
|
||||
// Iterate through cards
|
||||
@@ -20,19 +20,19 @@ function calculateDistancePoker(source, target) {
|
||||
var s = parseInt(source[card]),
|
||||
t = parseInt(target[card]);
|
||||
// Calculate the squared difference.
|
||||
sumDiff += (s-t) * (s-t);
|
||||
sumDiff += (s - t) * (s - t);
|
||||
}
|
||||
}
|
||||
|
||||
// Class of poker hands describes the similarities the best
|
||||
// so give it more priority than checking the differences between cards.
|
||||
if (source.hasOwnProperty("CLASS") && target.hasOwnProperty("CLASS")) {
|
||||
var s = parseInt(source["CLASS"]),
|
||||
t = parseInt(target["CLASS"]);
|
||||
if (source.hasOwnProperty('CLASS') && target.hasOwnProperty('CLASS')) {
|
||||
var s = parseInt(source['CLASS']),
|
||||
t = parseInt(target['CLASS']);
|
||||
|
||||
// If classes differ, then scale them by a factor.
|
||||
if (s !== t) {
|
||||
ordDiff *= (ORD_FACTOR * (Math.abs(s-t)))
|
||||
ordDiff *= (ORD_FACTOR * (Math.abs(s - t)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateEuclideanDistance(source, target, properties, normArgs) {
|
||||
function calculateEuclideanDistance (source, target, properties, normArgs) {
|
||||
var sumDiff = 0.0;
|
||||
|
||||
// console.log(normArgs);
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (property.toLowerCase() !== "class" && property.toLowerCase() !== "app" && property.toLowerCase() !== "user" && property.toLowerCase() !== "weekday") {
|
||||
if (property.toLowerCase() !== 'class' && property.toLowerCase() !== 'app' && property.toLowerCase() !== 'user' && property.toLowerCase() !== 'weekday' && property.toLowerCase() !== 'type') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateEuclideanDistanceTSNE(source, target, properties, normArgs) {
|
||||
function calculateEuclideanDistanceTSNE (source, target, properties, normArgs) {
|
||||
var dotProduct = 0.0,
|
||||
sumX = 0.0,
|
||||
sumY = 0.0;
|
||||
@@ -15,7 +15,7 @@ function calculateEuclideanDistanceTSNE(source, target, properties, normArgs) {
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (source.hasOwnProperty(property) && target.hasOwnProperty(property) &&
|
||||
property.toLowerCase() !== "class") {
|
||||
property.toLowerCase() !== 'class') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateJaccardDissimilarity(source, target, properties, normArgs) {
|
||||
function calculateJaccardDissimilarity (source, target, properties, normArgs) {
|
||||
var notShared = 0.0;
|
||||
|
||||
// console.log(properties);
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (property.toLowerCase() !== "class" && property.toLowerCase() !== "app" && property.toLowerCase() !== "user" && property.toLowerCase() !== "weekday") {
|
||||
if (property.toLowerCase() !== 'class' && property.toLowerCase() !== 'app' && property.toLowerCase() !== 'user' && property.toLowerCase() !== 'weekday') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
* @param {array} properties - the properties of the nodes.
|
||||
* @return {number} the distance between source and target nodes.
|
||||
*/
|
||||
function calculateManhattanDistance(source, target, properties, normArgs) {
|
||||
function calculateManhattanDistance (source, target, properties, normArgs) {
|
||||
var sum = 0.0,
|
||||
cols = 0;
|
||||
|
||||
@@ -13,7 +13,7 @@ function calculateManhattanDistance(source, target, properties, normArgs) {
|
||||
// Iterate through every column of data
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
property = properties[i];
|
||||
if (property.toLowerCase() !== "class" && property.toLowerCase() !== "app" && property.toLowerCase() !== "user" && property.toLowerCase() !== "weekday") {
|
||||
if (property.toLowerCase() !== 'class' && property.toLowerCase() !== 'app' && property.toLowerCase() !== 'user' && property.toLowerCase() !== 'weekday') {
|
||||
var s = source[property],
|
||||
t = target[property];
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
* @param {array} nodes
|
||||
* @return {object} that contains the normalization parameters.
|
||||
*/
|
||||
function calculateNormalization(nodes) {
|
||||
function calculateNormalization (nodes) {
|
||||
var STANDARD_DEV = 2.0,
|
||||
properties = Object.keys(nodes[0]),
|
||||
sums = calculateSums(nodes, properties),
|
||||
@@ -23,10 +23,8 @@ function calculateNormalization(nodes) {
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
function standardDevation(nodes, properties, avg) {
|
||||
|
||||
var stDev = new Array(properties.length).fill(0)
|
||||
function standardDevation (nodes, properties, avg) {
|
||||
var stDev = new Array(properties.length).fill(0);
|
||||
|
||||
for (var i = 0; i < properties.length; i++) {
|
||||
var sum = 0;
|
||||
@@ -48,11 +46,10 @@ function standardDevation(nodes, properties, avg) {
|
||||
sum += Math.pow(val - propAvg, 2);
|
||||
});
|
||||
|
||||
stDev[i] = Math.sqrt(sum/nodes.length);
|
||||
stDev[i] = Math.sqrt(sum / nodes.length);
|
||||
}
|
||||
|
||||
return stDev;
|
||||
|
||||
}
|
||||
|
||||
// Calculate the sum of values and the squared sum
|
||||
@@ -63,7 +60,7 @@ function standardDevation(nodes, properties, avg) {
|
||||
* @return {object} that contains arrays with sum of values
|
||||
* and the squared sums.
|
||||
*/
|
||||
function calculateSums(nodes, properties) {
|
||||
function calculateSums (nodes, properties) {
|
||||
var sumOfValues = new Array(properties.length).fill(0),
|
||||
sumOfSquares = new Array(properties.length).fill(0);
|
||||
|
||||
|
||||
@@ -3,6 +3,6 @@
|
||||
* @param {object} n - object to check.
|
||||
* @return {Boolean} true, if it is a number, false otherwise.
|
||||
*/
|
||||
function isNumeric(n) {
|
||||
function isNumeric (n) {
|
||||
return !isNaN(parseFloat(n)) && isFinite(n);
|
||||
}
|
||||
@@ -2,27 +2,27 @@
|
||||
var width = +document.getElementById('svg').clientWidth,
|
||||
height = +document.getElementById('svg').clientHeight;
|
||||
|
||||
var svg = d3.select("svg")
|
||||
.call(d3.zoom().scaleExtent([0.0001, 1000000]).on("zoom", function () {
|
||||
svg.attr("transform", d3.event.transform);
|
||||
var svg = d3.select('svg')
|
||||
.call(d3.zoom().scaleExtent([0.0001, 1000000]).on('zoom', function () {
|
||||
svg.attr('transform', d3.event.transform);
|
||||
}))
|
||||
.append("g");
|
||||
.append('g');
|
||||
|
||||
var div = d3.select("body").append("div")
|
||||
.attr("class", "tooltip")
|
||||
.style("opacity", 0);
|
||||
var div = d3.select('body').append('div')
|
||||
.attr('class', 'tooltip')
|
||||
.style('opacity', 0);
|
||||
|
||||
var brush = d3.brush()
|
||||
.extent([[-9999999, -9999999], [9999999, 9999999]])
|
||||
.on("end", brushEnded);
|
||||
.on('end', brushEnded);
|
||||
|
||||
svg.append("g")
|
||||
.attr("class", "brush")
|
||||
svg.append('g')
|
||||
.attr('class', 'brush')
|
||||
.call(brush);
|
||||
|
||||
var intercom = Intercom.getInstance();
|
||||
// var intercom = Intercom.getInstance();
|
||||
|
||||
intercom.on("select", unSelectNodes);
|
||||
// intercom.on("select", unSelectNodes);
|
||||
|
||||
var nodes, // as in Data points
|
||||
node, // as in SVG object that have all small circles on screen
|
||||
@@ -35,10 +35,10 @@ var nodes, // as in Data points
|
||||
simulation,
|
||||
velocities = [],
|
||||
rendering = true, // Rendering during the execution.
|
||||
forceName = "forces",
|
||||
forceName = 'forces',
|
||||
springForce = false,
|
||||
tooltipWidth = 0,
|
||||
fileName = "",
|
||||
fileName = '',
|
||||
selectedData,
|
||||
clickedIndex = -1,
|
||||
paused = false,
|
||||
@@ -57,7 +57,7 @@ var MULTIPLIER = 50,
|
||||
ITERATIONS = 300,
|
||||
FULL_ITERATIONS = 20,
|
||||
NODE_SIZE = 10,
|
||||
COLOR_ATTRIBUTE = "",
|
||||
COLOR_ATTRIBUTE = '',
|
||||
FULL_NEIGHBOUR_SIZE = 10,
|
||||
FULL_SAMPLE_SIZE = 10,
|
||||
INTERP_ENDING_ITS = 20;
|
||||
@@ -65,24 +65,22 @@ var MULTIPLIER = 50,
|
||||
// Create a color scheme for a range of numbers.
|
||||
var color = d3.scaleOrdinal(d3.schemeCategory10);
|
||||
|
||||
|
||||
$(document).ready(function() {
|
||||
$(document).ready(function () {
|
||||
distanceFunction = calculateDistance;
|
||||
d3.select('#startSimulation').on('click', startHybridSimulation);
|
||||
$("#HLParameters").show();
|
||||
$('#HLParameters').show();
|
||||
});
|
||||
|
||||
/**
|
||||
* Parse the data from the provided csv file using Papa Parse library
|
||||
* @param {file} evt - csv file.
|
||||
*/
|
||||
function parseFile(evt) {
|
||||
function parseFile (evt) {
|
||||
// Clear the previous nodes
|
||||
d3.selectAll(".nodes").remove();
|
||||
d3.selectAll('.nodes').remove();
|
||||
springForce = false;
|
||||
|
||||
fileName = evt.target.files[0].name;
|
||||
|
||||
Papa.parse(evt.target.files[0], {
|
||||
header: true,
|
||||
dynamicTyping: true,
|
||||
@@ -98,39 +96,32 @@ function parseFile(evt) {
|
||||
* @param {array} data
|
||||
* @param {object} error
|
||||
*/
|
||||
function processData(data, error) {
|
||||
function processData (data, error) {
|
||||
if (error) throw error.message;
|
||||
|
||||
nodes = data;
|
||||
size = nodes.length;
|
||||
simulation = d3.forceSimulation();
|
||||
|
||||
// Calculate normalization arguments and get the list of
|
||||
// properties of the nodes.
|
||||
norm = calculateNormalization(nodes); // Used with distance fn
|
||||
// Calculate normalization parameters for distance fns
|
||||
norm = calculateNormalization(nodes);
|
||||
props = Object.keys(nodes[0]); // Properties to consider by distance fn
|
||||
COLOR_ATTRIBUTE = props[props.length-1];
|
||||
|
||||
COLOR_ATTRIBUTE = props[props.length - 1];
|
||||
|
||||
var opts = document.getElementById('color_attr').options;
|
||||
|
||||
props.forEach(function (d) {
|
||||
opts.add(new Option(d, d, (d === COLOR_ATTRIBUTE) ? true : false));
|
||||
opts.add(new Option(d, d, (d === COLOR_ATTRIBUTE)));
|
||||
});
|
||||
opts.selectedIndex = props.length-1;
|
||||
opts.selectedIndex = props.length - 1;
|
||||
// props.pop(); //Hide Iris index / last column from the distance function
|
||||
|
||||
//props.pop(); //Hide Iris index / last column from distance function
|
||||
|
||||
//Put the nodes in random starting positions
|
||||
//TODO Change this back
|
||||
// Put the nodes at (0,0)
|
||||
nodes.forEach(function (d) {
|
||||
d.x = 0;
|
||||
d.y = 0;
|
||||
});
|
||||
/*
|
||||
nodes.forEach(function (d) {
|
||||
d.x = (Math.random()-0.5) * 100000;
|
||||
d.y = (Math.random()-0.5) * 100000;
|
||||
});*/
|
||||
|
||||
addNodesToDOM(nodes);
|
||||
|
||||
@@ -142,115 +133,99 @@ function processData(data, error) {
|
||||
ticked();
|
||||
};
|
||||
|
||||
function addNodesToDOM(data) {
|
||||
node = svg.append("g")
|
||||
.attr("class", "nodes")
|
||||
.selectAll("circle")
|
||||
function addNodesToDOM (data) {
|
||||
node = svg.append('g')
|
||||
.attr('class', 'nodes')
|
||||
.selectAll('circle')
|
||||
.data(data)
|
||||
.enter().append("circle")
|
||||
.attr("r", NODE_SIZE)
|
||||
.attr("transform", "translate(" + width / 2 + "," + height / 2 + ")")
|
||||
.enter().append('circle')
|
||||
.attr('r', NODE_SIZE)
|
||||
.attr('transform', 'translate(' + width / 2 + ',' + height / 2 + ')')
|
||||
// Color code the data points by a property (for Poker Hands,
|
||||
// it is a CLASS property).
|
||||
.attr("fill", function (d) {
|
||||
.attr('fill', function (d) {
|
||||
return color(d[COLOR_ATTRIBUTE]);
|
||||
})
|
||||
.on("mouseover", function (d) {
|
||||
.on('mouseover', function (d) {
|
||||
div.transition()
|
||||
.duration(200)
|
||||
.style("opacity", .9);
|
||||
.style('opacity', 0.9);
|
||||
div.html(formatTooltip(d))
|
||||
.style("left", (d3.event.pageX) + "px")
|
||||
.style("top", (d3.event.pageY - (15 * props.length)) + "px")
|
||||
.style("width", (6 * tooltipWidth) + "px")
|
||||
.style("height", (14 * props.length) + "px");
|
||||
.style('left', (d3.event.pageX) + 'px')
|
||||
.style('top', (d3.event.pageY - (15 * props.length)) + 'px')
|
||||
.style('width', (6 * tooltipWidth) + 'px')
|
||||
.style('height', (14 * props.length) + 'px');
|
||||
highlightOnHover(d[COLOR_ATTRIBUTE]);
|
||||
})
|
||||
.on("mouseout", function (d) {
|
||||
.on('mouseout', function (d) {
|
||||
div.transition()
|
||||
.duration(500)
|
||||
.style("opacity", 0);
|
||||
node.attr("opacity", 1);
|
||||
.style('opacity', 0);
|
||||
node.attr('opacity', 1);
|
||||
})
|
||||
.on("click", function (d) {
|
||||
console.log("click", clickedIndex);
|
||||
.on('click', function (d) {
|
||||
console.log('click', clickedIndex);
|
||||
if (clickedIndex !== d.index) {
|
||||
if (springForce) {
|
||||
highlightNeighbours(Array.from(simulation.force(forceName).nodeNeighbours(d.index).keys()));
|
||||
clickedIndex = d.index;
|
||||
}
|
||||
} else {
|
||||
node.attr("r", NODE_SIZE).attr("stroke-width", 0);
|
||||
node.attr('r', NODE_SIZE).attr('stroke-width', 0);
|
||||
clickedIndex = -1;
|
||||
}
|
||||
});
|
||||
if (selectedData)
|
||||
unSelectNodes(selectedData);
|
||||
if (selectedData) { unSelectNodes(selectedData); }
|
||||
}
|
||||
|
||||
function ticked() {
|
||||
//console.log("ticked");
|
||||
function ticked () {
|
||||
alreadyRanIterations++;
|
||||
// If rendering is selected, then draw at every iteration.
|
||||
if (rendering === true) {
|
||||
node // Each sub-circle in the SVG, update cx and cy
|
||||
.attr("cx", function (d) {
|
||||
return d.x*MULTIPLIER;
|
||||
.attr('cx', function (d) {
|
||||
return d.x * MULTIPLIER;
|
||||
})
|
||||
.attr("cy", function (d) {
|
||||
return d.y*MULTIPLIER;
|
||||
.attr('cy', function (d) {
|
||||
return d.y * MULTIPLIER;
|
||||
});
|
||||
}/*
|
||||
if(alreadyRanIterations%10 != 1) stresses.push("");
|
||||
else stresses.push(d3.calculateStress(nodes, function (n, m) {
|
||||
return distanceFunction(n, m, props, norm);
|
||||
}));*/
|
||||
// Emit the distribution data to allow the drawing of the bar graph
|
||||
if (springForce) {
|
||||
intercom.emit("passedData", simulation.force(forceName).distributionData());
|
||||
}
|
||||
if(manualStop && alreadyRanIterations == ITERATIONS) {
|
||||
// Legacy: Emit the distribution data to allow the drawing of the bar graph
|
||||
// if (springForce) {
|
||||
// intercom.emit("passedData", simulation.force(forceName).distributionData());
|
||||
// }
|
||||
if (manualStop && alreadyRanIterations === ITERATIONS) {
|
||||
ended();
|
||||
}
|
||||
}
|
||||
|
||||
function ended() {
|
||||
function ended () {
|
||||
simulation.stop();
|
||||
simulation.force(forceName, null);
|
||||
console.log("ended");
|
||||
//if (rendering !== true) { // Never drawn anything before? Now it's time.
|
||||
if (rendering !== true) { // Never drawn anything before? Now it's time.
|
||||
node
|
||||
.attr("cx", function (d) {
|
||||
return d.x*MULTIPLIER;
|
||||
.attr('cx', function (d) {
|
||||
return d.x * MULTIPLIER;
|
||||
})
|
||||
.attr("cy", function (d) {
|
||||
return d.y*MULTIPLIER;
|
||||
.attr('cy', function (d) {
|
||||
return d.y * MULTIPLIER;
|
||||
});
|
||||
//}
|
||||
}
|
||||
|
||||
if (p1 !== 0) {
|
||||
// Performance time measurement
|
||||
p2 = performance.now();
|
||||
console.log("Execution time: " + (p2 - p1));
|
||||
// Do not calculate stress for data sets bigger than 100 000.
|
||||
// if (nodes.length <= 100000) {
|
||||
// console.log("Stress: ", simulation.force(forceName).stress());
|
||||
// }
|
||||
// console.log(simulation.force(forceName).nodeNeighbours());
|
||||
console.log('Execution time: ' + (p2 - p1));
|
||||
p1 = 0;
|
||||
p2 = 0;
|
||||
}
|
||||
console.log("Post stress", d3.calculateStress(nodes, function (n, m) {
|
||||
return distanceFunction(n, m, props, norm);
|
||||
}));
|
||||
}
|
||||
|
||||
function brushEnded() {
|
||||
function brushEnded () {
|
||||
var s = d3.event.selection,
|
||||
results = [];
|
||||
|
||||
if (s) {
|
||||
|
||||
var x0 = s[0][0] - width / 2,
|
||||
y0 = s[0][1] - height / 2,
|
||||
x1 = s[1][0] - width / 2,
|
||||
@@ -267,24 +242,23 @@ function brushEnded() {
|
||||
results = sel.map(function (a) { return a.index; });
|
||||
}
|
||||
|
||||
intercom.emit("select", { name: fileName, indices: results });
|
||||
// intercom.emit("select", { name: fileName, indices: results });
|
||||
|
||||
d3.select(".brush").call(brush.move, null);
|
||||
d3.select('.brush').call(brush.move, null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Format the tooltip for the data
|
||||
* @param {*} node
|
||||
*/
|
||||
function formatTooltip(node) {
|
||||
var textString = "",
|
||||
temp = "";
|
||||
function formatTooltip (node) {
|
||||
var textString = '',
|
||||
temp = '';
|
||||
|
||||
tooltipWidth = 0;
|
||||
props.forEach(function (element) {
|
||||
temp = element + ": " + node[element] + "<br/>";
|
||||
temp = element + ': ' + node[element] + '<br/>';
|
||||
textString += temp;
|
||||
if (temp.length > tooltipWidth) {
|
||||
tooltipWidth = temp.length;
|
||||
@@ -296,8 +270,7 @@ function formatTooltip(node) {
|
||||
/**
|
||||
* Halt the execution.
|
||||
*/
|
||||
function stopSimulation() {
|
||||
console.log("stopSimulation");
|
||||
function stopSimulation () {
|
||||
simulation.stop();
|
||||
if (typeof hybridSimulation !== 'undefined') {
|
||||
hybridSimulation.stop();
|
||||
@@ -309,8 +282,8 @@ function stopSimulation() {
|
||||
* @param {array} array
|
||||
* @return {number} the mean of the array.
|
||||
*/
|
||||
function getAverage(array) {
|
||||
console.log("getAverage", array);
|
||||
function getAverage (array) {
|
||||
console.log('getAverage', array);
|
||||
var total = 0;
|
||||
for (var i = 0; i < array.length; i++) {
|
||||
total += array[i];
|
||||
@@ -322,11 +295,11 @@ function getAverage(array) {
|
||||
* Deselect the nodes to match the selection from other window.
|
||||
* @param {*} data
|
||||
*/
|
||||
function unSelectNodes(data) {
|
||||
function unSelectNodes (data) {
|
||||
selectedData = data;
|
||||
if (fileName === data.name && nodes) {
|
||||
node
|
||||
.classed("notSelected", function (d) {
|
||||
.classed('notSelected', function (d) {
|
||||
if (data.indices.indexOf(d.index) < 0) {
|
||||
return true;
|
||||
}
|
||||
@@ -335,35 +308,33 @@ function unSelectNodes(data) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Highlight the neighbours for neighbour and sampling algorithm
|
||||
* @param {*} indices
|
||||
*/
|
||||
function highlightNeighbours(indices) {
|
||||
function highlightNeighbours (indices) {
|
||||
node
|
||||
.attr("r", function (d) {
|
||||
.attr('r', function (d) {
|
||||
if (indices.indexOf(d.index) >= 0) {
|
||||
return NODE_SIZE * 2;
|
||||
}
|
||||
return NODE_SIZE;
|
||||
})
|
||||
.attr("stroke-width", function (d) {
|
||||
.attr('stroke-width', function (d) {
|
||||
if (indices.indexOf(d.index) >= 0) {
|
||||
return NODE_SIZE * 0.2 + "px";
|
||||
return NODE_SIZE * 0.2 + 'px';
|
||||
}
|
||||
return "0px";
|
||||
return '0px';
|
||||
})
|
||||
.attr("stroke", "white");
|
||||
.attr('stroke', 'white');
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Highlight all the nodes with the same class on hover
|
||||
* @param {*} highlighValue
|
||||
*/
|
||||
function highlightOnHover(highlighValue) {
|
||||
node.attr("opacity", function (d) {
|
||||
function highlightOnHover (highlighValue) {
|
||||
node.attr('opacity', function (d) {
|
||||
return (highlighValue === d[COLOR_ATTRIBUTE]) ? 1 : 0.3;
|
||||
});
|
||||
}
|
||||
@@ -371,13 +342,12 @@ function highlightOnHover(highlighValue) {
|
||||
/**
|
||||
* Color the nodes according to given attribute.
|
||||
*/
|
||||
function colorToAttribute() {
|
||||
node.attr("fill", function (d) {
|
||||
return color(d[COLOR_ATTRIBUTE])
|
||||
function colorToAttribute () {
|
||||
node.attr('fill', function (d) {
|
||||
return color(d[COLOR_ATTRIBUTE]);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Update the distance range.
|
||||
|
||||
@@ -387,26 +357,24 @@ function updateDistanceRange() {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Implemented pause/resume functionality
|
||||
*/
|
||||
function pauseUnPause() {
|
||||
function pauseUnPause () {
|
||||
if (simulation) {
|
||||
if (paused) {
|
||||
simulation.force(forceName);
|
||||
simulation.restart();
|
||||
d3.select("#pauseButton").text("Pause");
|
||||
d3.select('#pauseButton').text('Pause');
|
||||
paused = false;
|
||||
} else {
|
||||
simulation.stop();
|
||||
d3.select("#pauseButton").text("Resume");
|
||||
d3.select('#pauseButton').text('Resume');
|
||||
paused = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Average distances for each node.
|
||||
* @param {*} dataNodes
|
||||
@@ -429,4 +397,4 @@ function calculateAverageDistance(dataNodes, properties, normalization) {
|
||||
}
|
||||
|
||||
return sum / n;
|
||||
}*/
|
||||
} */
|
||||
@@ -1,29 +0,0 @@
|
||||
/**
|
||||
* Initialize the Chalmers' 1996 algorithm and start simulation.
|
||||
*/
|
||||
function startNeighbourSamplingSimulation() {
|
||||
console.log("startNeighbourSamplingSimulation");
|
||||
//springForce = true;
|
||||
alreadyRanIterations = 0;
|
||||
manualStop = true;
|
||||
simulation.stop();
|
||||
p1 = performance.now();
|
||||
|
||||
let force = d3.forceNeighbourSampling()
|
||||
.neighbourSize(NEIGHBOUR_SIZE)
|
||||
.sampleSize(SAMPLE_SIZE)
|
||||
.distance(function (s, t) {
|
||||
return distanceFunction(s, t, props, norm);
|
||||
})
|
||||
.stableVelocity(0.000001) //TODO
|
||||
.onStableVelo(ended);
|
||||
|
||||
simulation
|
||||
.alphaDecay(0)
|
||||
.alpha(1)
|
||||
.on("tick", ticked)
|
||||
.on("end", ended)
|
||||
.force(forceName, force);
|
||||
// Restart the simulation.
|
||||
simulation.restart();
|
||||
}
|
||||
26
index.js
26
index.js
@@ -1,17 +1,17 @@
|
||||
export {default as forceNeighbourSampling}
|
||||
from "./src/neighbourSampling";
|
||||
from './src/neighbourSampling';
|
||||
|
||||
export { default as forceBarnesHut}
|
||||
from "./src/barnesHut";
|
||||
/*
|
||||
export { default as tSNE}
|
||||
from "./src/t-sne";
|
||||
*/
|
||||
export { default as forceLinkFullyConnected}
|
||||
from "./src/link";
|
||||
export {default as forceBarnesHut}
|
||||
from './src/barnesHut';
|
||||
|
||||
export { default as hybridSimulation}
|
||||
from "./src/hybridSimulation";
|
||||
export {default as tSNE}
|
||||
from './src/t-sne';
|
||||
|
||||
export { getStress as calculateStress }
|
||||
from "./src/stress";
|
||||
export {default as forceLinkCompleteGraph}
|
||||
from './src/link';
|
||||
|
||||
export {default as hybridSimulation}
|
||||
from './src/hybridSimulation';
|
||||
|
||||
export {getStress as calculateStress}
|
||||
from './src/stress';
|
||||
|
||||
10
package.json
10
package.json
@@ -8,15 +8,23 @@
|
||||
"d3-spring-model",
|
||||
"force"
|
||||
],
|
||||
"license": "GPL-3.0-only",
|
||||
"license": "MIT",
|
||||
"main": "build/d3-spring-model.js",
|
||||
"jsnext:main": "index",
|
||||
"scripts": {
|
||||
"lintcheck": "eslint index.js src",
|
||||
"lintfix": "eslint index.js src --fix",
|
||||
"build": "rm -rf build && mkdir build && rollup -g d3-force:d3,d3-dispatch:d3,d3-quadtree:d3,d3-collection:d3 -f umd -n d3 -o build/d3-spring-model.js -- index.js",
|
||||
"minify": "node_modules/uglify-es/bin/uglifyjs build/d3-spring-model.js -c -m -o build/d3-spring-model.min.js",
|
||||
"zip": "zip -j build/d3-spring-model.zip -- LICENSE README.md build/d3-spring-model.js build/d3-spring-model.min.js"
|
||||
},
|
||||
"devDependencies": {
|
||||
"eslint": "4",
|
||||
"eslint-config-standard": "^11.0.0",
|
||||
"eslint-plugin-import": "^2.9.0",
|
||||
"eslint-plugin-node": "^6.0.1",
|
||||
"eslint-plugin-promise": "^3.7.0",
|
||||
"eslint-plugin-standard": "^3.0.1",
|
||||
"rollup": "0.36",
|
||||
"uglify-js": "git+https://github.com/mishoo/UglifyJS2.git#harmony"
|
||||
},
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
import constant from "./constant";
|
||||
import jiggle from "./jiggle";
|
||||
import {x, y} from "./xy";
|
||||
import {quadtree} from "d3-quadtree";
|
||||
import constant from './constant';
|
||||
import jiggle from './jiggle';
|
||||
import {x, y} from './xy';
|
||||
import {quadtree} from 'd3-quadtree';
|
||||
|
||||
/**
|
||||
* The refinement of the existing Barnes-Hut implementation in D3
|
||||
@@ -12,7 +12,7 @@ import {quadtree} from "d3-quadtree";
|
||||
* The check to see if the nodes are far away was also changed to the one described in original Barnes-Hut paper.
|
||||
* @return {force} calculated forces.
|
||||
*/
|
||||
export default function() {
|
||||
export default function () {
|
||||
var nodes,
|
||||
node,
|
||||
alpha,
|
||||
@@ -25,10 +25,10 @@ export default function() {
|
||||
* @param {number} _ - controls the stopping of the
|
||||
* particle simulations.
|
||||
*/
|
||||
function force(_) {
|
||||
function force (_) {
|
||||
var i, n = nodes.length, tree = quadtree(nodes, x, y).visitAfter(accumulate);
|
||||
for (alpha = _, i = 0; i < n; ++i) {
|
||||
node = nodes[i], tree.visit(apply);
|
||||
node = nodes[i]; tree.visit(apply);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,7 +38,7 @@ export default function() {
|
||||
* nodes accumulate forces from coincident quadrants.
|
||||
* @param {quadrant} quad - node representing the quadrant in quadtree.
|
||||
*/
|
||||
function accumulate(quad) {
|
||||
function accumulate (quad) {
|
||||
var q, d, children = [];
|
||||
|
||||
// For internal nodes, accumulate forces from child quadrants.
|
||||
@@ -52,10 +52,7 @@ export default function() {
|
||||
quad.data = children[Math.floor(Math.random() * children.length)];
|
||||
quad.x = quad.data.x;
|
||||
quad.y = quad.data.y;
|
||||
}
|
||||
|
||||
// For leaf nodes, accumulate forces from coincident quadrants.
|
||||
else {
|
||||
} else { // For leaf nodes, accumulate forces from coincident quadrants.
|
||||
q = quad;
|
||||
q.x = q.data.x;
|
||||
q.y = q.data.y;
|
||||
@@ -72,8 +69,7 @@ export default function() {
|
||||
* @param {number} x2 - upper x bound of the node.
|
||||
* @return {boolean} - true if the approximation was applied.
|
||||
*/
|
||||
function apply(quad, x1, _, x2) {
|
||||
|
||||
function apply (quad, x1, _, x2) {
|
||||
var x = quad.data.x + quad.data.vx - node.x - node.vx,
|
||||
y = quad.data.y + quad.data.vy - node.y - node.vy,
|
||||
w = x2 - x1,
|
||||
@@ -82,35 +78,34 @@ export default function() {
|
||||
// Apply the Barnes-Hut approximation if possible.
|
||||
// Limit forces for very close nodes; randomize direction if coincident.
|
||||
if (w / l < theta) {
|
||||
if (x === 0) x = jiggle(), l += x * x;
|
||||
if (y === 0) y = jiggle(), l += y * y;
|
||||
if (x === 0) { x = jiggle(); l += x * x; }
|
||||
if (y === 0) { y = jiggle(); l += y * y; }
|
||||
if (quad.data) {
|
||||
l = (l - +distance(node, quad.data)) / l * alpha;
|
||||
x *= l, y *= l;
|
||||
x *= l; y *= l;
|
||||
quad.data.vx -= x;
|
||||
quad.data.vy -= y;
|
||||
node.vx += x;
|
||||
node.vy += y;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Otherwise, process points directly.
|
||||
else if (quad.length) return;
|
||||
} else if (quad.length) return; // Otherwise, process points directly.
|
||||
|
||||
// Limit forces for very close nodes; randomize direction if coincident.
|
||||
if (quad.data !== node || quad.next) {
|
||||
if (x === 0) x = jiggle(), l += x * x;
|
||||
if (y === 0) y = jiggle(), l += y * y;
|
||||
if (x === 0) { x = jiggle(); l += x * x; }
|
||||
if (y === 0) { y = jiggle(); l += y * y; }
|
||||
}
|
||||
|
||||
do if (quad.data !== node) {
|
||||
do {
|
||||
if (quad.data !== node) {
|
||||
l = (l - +distance(node, quad.data)) / l * alpha;
|
||||
x *= l, y *= l;
|
||||
x *= l; y *= l;
|
||||
quad.data.vx -= x;
|
||||
quad.data.vy -= y;
|
||||
node.vx += x;
|
||||
node.vy += y;
|
||||
}
|
||||
} while (quad = quad.next);
|
||||
}
|
||||
|
||||
@@ -120,37 +115,37 @@ export default function() {
|
||||
* the better layout.
|
||||
* @return {number} - stress of the layout.
|
||||
*/
|
||||
function getStress() {
|
||||
function getStress () {
|
||||
var totalDiffSq = 0, totalHighDistSq = 0;
|
||||
for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
|
||||
for (var j = 0; j < nodes.length; j++) {
|
||||
if (i !== j) {
|
||||
source = nodes[i], target = nodes[j];
|
||||
realDist = Math.hypot(target.x-source.x, target.y-source.y);
|
||||
source = nodes[i]; target = nodes[j];
|
||||
realDist = Math.hypot(target.x - source.x, target.y - source.y);
|
||||
highDist = +distance(nodes[i], nodes[j]);
|
||||
totalDiffSq += Math.pow(realDist-highDist, 2);
|
||||
totalDiffSq += Math.pow(realDist - highDist, 2);
|
||||
totalHighDistSq += highDist * highDist;
|
||||
}
|
||||
}
|
||||
}
|
||||
return Math.sqrt(totalDiffSq/totalHighDistSq);
|
||||
return Math.sqrt(totalDiffSq / totalHighDistSq);
|
||||
}
|
||||
|
||||
// API for initializing the algorithm, setting parameters and querying
|
||||
// metrics.
|
||||
force.initialize = function(_) {
|
||||
force.initialize = function (_) {
|
||||
nodes = _;
|
||||
};
|
||||
|
||||
force.distance = function(_) {
|
||||
return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), force) : distance;
|
||||
force.distance = function (_) {
|
||||
return arguments.length ? (distance = typeof _ === 'function' ? _ : constant(+_), force) : distance;
|
||||
};
|
||||
|
||||
force.theta = function(_) {
|
||||
force.theta = function (_) {
|
||||
return arguments.length ? (theta = _, force) : theta;
|
||||
};
|
||||
|
||||
force.stress = function() {
|
||||
force.stress = function () {
|
||||
return getStress();
|
||||
};
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/**
|
||||
* @return a constant defined by x.
|
||||
*/
|
||||
export default function(x) {
|
||||
return function() {
|
||||
export default function (x) {
|
||||
return function () {
|
||||
return x;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import {dispatch} from "d3-dispatch";
|
||||
import constant from "./constant";
|
||||
import interpBruteForce from "./interpolation/interpBruteForce";
|
||||
import interpolationPivots from "./interpolation/interpolationPivots";
|
||||
import {takeSampleFrom} from "./interpolation/helpers";
|
||||
import {dispatch} from 'd3-dispatch';
|
||||
import constant from './constant';
|
||||
import interpBruteForce from './interpolation/interpBruteForce';
|
||||
import interpolationPivots from './interpolation/interpolationPivots';
|
||||
import {takeSampleFrom} from './interpolation/helpers';
|
||||
|
||||
/**
|
||||
* An implementation of Chalmers, Morrison, and Ross' 2002 hybrid layout
|
||||
@@ -36,30 +36,28 @@ export default function (sim, forceS, forceF) {
|
||||
simulation = sim,
|
||||
forceSample = forceS,
|
||||
forceFull = forceF,
|
||||
event = d3.dispatch("sampleTick", "fullTick", "startInterp", "end"),
|
||||
event = dispatch('sampleTick', 'fullTick', 'startInterp', 'end'),
|
||||
initAlready = false,
|
||||
nodes,
|
||||
alreadyRanIterations,
|
||||
hybrid,
|
||||
p0 = performance.now(), p1, p2, p3;
|
||||
hybrid;
|
||||
|
||||
if(simulation != undefined) initSimulation();
|
||||
if(forceS != undefined || forceF != undefined) initForces();
|
||||
if (simulation !== undefined) initSimulation();
|
||||
if (forceS !== undefined || forceF !== undefined) initForces();
|
||||
|
||||
// Performed on first run
|
||||
function initialize() {
|
||||
function initialize () {
|
||||
initAlready = true;
|
||||
console.log("Initializing Hybrid");
|
||||
alreadyRanIterations = 0;
|
||||
simulation
|
||||
.on("tick", sampleTick)
|
||||
.on("end", sampleEnded)
|
||||
.on('tick', sampleTick)
|
||||
.on('end', sampleEnded)
|
||||
.nodes(sample)
|
||||
.force("Sample force", forceSample);
|
||||
console.log("Initialized Hybrid");
|
||||
.force('Sample force', forceSample);
|
||||
console.log('Initialized Simulation for Hybrid');
|
||||
}
|
||||
|
||||
function initForces(){
|
||||
function initForces () {
|
||||
if (forceSample.onStableVelo) {
|
||||
forceSample.onStableVelo(sampleEnded);
|
||||
}
|
||||
@@ -69,20 +67,21 @@ export default function (sim, forceS, forceF) {
|
||||
}
|
||||
|
||||
// Set default value for interpDistanceFn if not been specified yet
|
||||
if(interpDistanceFn === undefined) {
|
||||
if(forceFull.distance == 'function')
|
||||
if (interpDistanceFn === undefined) {
|
||||
if (forceFull.distance === 'function') {
|
||||
interpDistanceFn = forceFull.distance();
|
||||
else
|
||||
} else {
|
||||
interpDistanceFn = constant(300);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function initSimulation(){
|
||||
function initSimulation () {
|
||||
nodes = simulation.nodes();
|
||||
simulation
|
||||
.stop()
|
||||
.alphaDecay(0)
|
||||
.alpha(1)
|
||||
.alpha(1);
|
||||
|
||||
let sets = takeSampleFrom(nodes, Math.sqrt(nodes.length));
|
||||
sample = sets.sample;
|
||||
@@ -90,72 +89,64 @@ export default function (sim, forceS, forceF) {
|
||||
}
|
||||
|
||||
// Sample simulation ticked 1 frame, keep track of number of iterations here.
|
||||
function sampleTick() {
|
||||
event.call("sampleTick");
|
||||
if(++alreadyRanIterations >= SAMPLE_ITERATIONS){
|
||||
function sampleTick () {
|
||||
event.call('sampleTick');
|
||||
if (alreadyRanIterations++ >= SAMPLE_ITERATIONS) {
|
||||
sampleEnded();
|
||||
}
|
||||
}
|
||||
|
||||
// Full simulation ticked 1 frame, keep track of number of iterations here.
|
||||
function fullTick() {
|
||||
event.call("fullTick");
|
||||
if(++alreadyRanIterations >= FULL_ITERATIONS){
|
||||
function fullTick () {
|
||||
event.call('fullTick');
|
||||
if (alreadyRanIterations++ >= FULL_ITERATIONS) {
|
||||
fullEnded();
|
||||
}
|
||||
}
|
||||
|
||||
function fullEnded() {
|
||||
p3 = performance.now();
|
||||
function fullEnded () {
|
||||
simulation.stop();
|
||||
initAlready = false;
|
||||
simulation.force("Full force", null);
|
||||
console.log("Phase 1 takes", p1-p0);
|
||||
console.log("Phase 2 takes", p2-p1);
|
||||
console.log("Phase 3 takes", p3-p2);
|
||||
console.log("Total", p3-p0);
|
||||
console.log("Phase 3 iterations", alreadyRanIterations);
|
||||
event.call("end");
|
||||
simulation.force('Full force', null);
|
||||
event.call('end');
|
||||
}
|
||||
|
||||
function sampleEnded() {
|
||||
p1 = performance.now();
|
||||
function sampleEnded () {
|
||||
simulation.stop();
|
||||
simulation.force("Sample force", null);
|
||||
simulation.force('Sample force', null);
|
||||
// Reset velocity of all nodes
|
||||
for (let i=sample.length-1; i>=0; i--){
|
||||
sample[i].vx=0;
|
||||
sample[i].vy=0;
|
||||
for (let i = sample.length - 1; i >= 0; i--) {
|
||||
sample[i].vx = 0;
|
||||
sample[i].vy = 0;
|
||||
}
|
||||
|
||||
event.call("startInterp");
|
||||
if (NUM_PIVOTS>=1) {
|
||||
event.call('startInterp');
|
||||
if (NUM_PIVOTS >= 1) {
|
||||
interpolationPivots(sample, remainder, NUM_PIVOTS, interpDistanceFn, INTERP_FINE_ITS);
|
||||
} else {
|
||||
interpBruteForce(sample, remainder, interpDistanceFn, INTERP_FINE_ITS);
|
||||
}
|
||||
p2 = performance.now();
|
||||
|
||||
event.call("fullTick");
|
||||
event.call('fullTick');
|
||||
alreadyRanIterations = 0;
|
||||
simulation
|
||||
.on("tick", null)
|
||||
.on("end", null) // The ending condition should be iterations count
|
||||
.on('tick', null)
|
||||
.on('end', null) // The ending condition should be iterations count
|
||||
.nodes(nodes);
|
||||
|
||||
if (FULL_ITERATIONS<1 || forceF === undefined || forceF === null) {
|
||||
event.call("end");
|
||||
if (FULL_ITERATIONS < 1 || forceF === undefined || forceF === null) {
|
||||
event.call('end');
|
||||
return;
|
||||
}
|
||||
simulation
|
||||
.on("tick", fullTick)
|
||||
.force("Full force", forceFull)
|
||||
.on('tick', fullTick)
|
||||
.force('Full force', forceFull)
|
||||
.restart();
|
||||
}
|
||||
|
||||
return hybrid = {
|
||||
restart: function () {
|
||||
if(!initAlready) initialize();
|
||||
if (!initAlready) initialize();
|
||||
simulation.restart();
|
||||
return hybrid;
|
||||
},
|
||||
@@ -194,11 +185,11 @@ export default function (sim, forceS, forceF) {
|
||||
},
|
||||
|
||||
interpDistanceFn: function (_) {
|
||||
return arguments.length ? (interpDistanceFn = typeof _ === "function" ? _ : constant(+_), hybrid) : interpDistanceFn;
|
||||
return arguments.length ? (interpDistanceFn = typeof _ === 'function' ? _ : constant(+_), hybrid) : interpDistanceFn;
|
||||
},
|
||||
|
||||
simulation: function (_) {
|
||||
return arguments.length ? (toInit = true, simulation = _, hybrid) : simulation;
|
||||
return arguments.length ? (initAlready = false, simulation = _, hybrid) : simulation;
|
||||
},
|
||||
|
||||
forceSample: function (_) {
|
||||
@@ -207,7 +198,7 @@ export default function (sim, forceS, forceF) {
|
||||
|
||||
forceFull: function (_) {
|
||||
return arguments.length ? (forceFull = _, initForces(), hybrid) : forceFull;
|
||||
},
|
||||
}
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
sample is the list of selected objects while
|
||||
remainder is the list of those unselected.
|
||||
*/
|
||||
export function takeSampleFrom(sourceList, amount) {
|
||||
export function takeSampleFrom (sourceList, amount) {
|
||||
let randElements = [],
|
||||
max = sourceList.length,
|
||||
swap = false;
|
||||
@@ -18,16 +18,16 @@ export function takeSampleFrom(sourceList, amount) {
|
||||
}
|
||||
|
||||
// If picking more than half of the entire set, random to pick the remainder instead
|
||||
if (amount > Math.ceil(max/2)){
|
||||
if (amount > Math.ceil(max / 2)) {
|
||||
amount = max - amount;
|
||||
swap = true;
|
||||
}
|
||||
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
let rand = sourceList[Math.floor((Math.random() * max))];
|
||||
let rand = sourceList[Math.floor(Math.random() * max)];
|
||||
// Re-random until suitable value is found.
|
||||
while (randElements.includes(rand)) {
|
||||
rand = sourceList[Math.floor((Math.random() * max))];
|
||||
rand = sourceList[Math.floor(Math.random() * max)];
|
||||
}
|
||||
randElements.push(rand);
|
||||
}
|
||||
@@ -35,13 +35,12 @@ export function takeSampleFrom(sourceList, amount) {
|
||||
return !randElements.includes(obj);
|
||||
});
|
||||
|
||||
if(swap) {
|
||||
if (swap) {
|
||||
return {
|
||||
sample: remainder,
|
||||
remainder: randElements
|
||||
};
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
return {
|
||||
sample: randElements,
|
||||
remainder: remainder
|
||||
@@ -58,14 +57,14 @@ export function takeSampleFrom(sourceList, amount) {
|
||||
* @param {number} r
|
||||
* @return {object} - coordinate {x: number, y: number} of the point
|
||||
*/
|
||||
export function pointOnCircle(h, k, angle, r) {
|
||||
export function pointOnCircle (h, k, angle, r) {
|
||||
return {
|
||||
x: h + r*Math.cos(toRadians(angle)),
|
||||
y: k + r*Math.sin(toRadians(angle))
|
||||
x: h + r * Math.cos(toRadians(angle)),
|
||||
y: k + r * Math.sin(toRadians(angle))
|
||||
};
|
||||
}
|
||||
|
||||
function toRadians(degrees) {
|
||||
function toRadians (degrees) {
|
||||
return degrees * (Math.PI / 180);
|
||||
}
|
||||
|
||||
@@ -80,7 +79,7 @@ function toRadians(degrees) {
|
||||
that of samples.
|
||||
* @return {number} - Sum of distances differences
|
||||
*/
|
||||
export function sumDistError(node, samples, realDistances) {
|
||||
export function sumDistError (node, samples, realDistances) {
|
||||
let total = 0.0;
|
||||
for (let i = 0; i < samples.length; i++) {
|
||||
let sample = samples[i];
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import {pointOnCircle, takeSampleFrom} from "./helpers";
|
||||
import {placeNearToNearestNeighbour} from "./interpCommon";
|
||||
import {takeSampleFrom} from './helpers';
|
||||
import {placeNearToNearestNeighbour} from './interpCommon';
|
||||
|
||||
/**
|
||||
* Perform interpolation where the "parent" node is found by brute-force.
|
||||
@@ -18,19 +18,19 @@ import {placeNearToNearestNeighbour} from "./interpCommon";
|
||||
* @param {number} endingIts - for phase 3, how many iterations to refine the
|
||||
* placement of each interpolated point
|
||||
*/
|
||||
export default function(sampleSet, remainderSet, distanceFn, endingIts) {
|
||||
export default function (sampleSet, remainderSet, distanceFn, endingIts) {
|
||||
let
|
||||
sampleSubset = takeSampleFrom(sampleSet, Math.sqrt(sampleSet.length)).sample,
|
||||
sampleSubsetDistanceCache = [];
|
||||
|
||||
// For each datapoint "node" to be interpolated
|
||||
for (let i = remainderSet.length-1; i>=0; i--) {
|
||||
for (let i = remainderSet.length - 1; i >= 0; i--) {
|
||||
let
|
||||
node = remainderSet[i],
|
||||
nearestSample, minDist, sample, dist, index;
|
||||
|
||||
// For each datapoint "sample" in the sample set
|
||||
for (let j = sampleSet.length-1; j>=0; j--) {
|
||||
for (let j = sampleSet.length - 1; j >= 0; j--) {
|
||||
sample = sampleSet[j];
|
||||
dist = distanceFn(node, sample);
|
||||
if (nearestSample === undefined || dist < minDist) {
|
||||
@@ -39,8 +39,7 @@ export default function(sampleSet, remainderSet, distanceFn, endingIts) {
|
||||
}
|
||||
|
||||
index = sampleSubset.indexOf(sample);
|
||||
if (index !== -1)
|
||||
sampleSubsetDistanceCache[index] = dist;
|
||||
if (index !== -1) { sampleSubsetDistanceCache[index] = dist; }
|
||||
}
|
||||
|
||||
placeNearToNearestNeighbour(node, nearestSample, minDist, sampleSubset, sampleSubsetDistanceCache, endingIts);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import {pointOnCircle, sumDistError} from "./helpers";
|
||||
import jiggle from "../jiggle";
|
||||
import {pointOnCircle, sumDistError} from './helpers';
|
||||
import jiggle from '../jiggle';
|
||||
|
||||
/**
|
||||
* Phase 2 and 3 of each node to be interpolated.
|
||||
@@ -24,9 +24,9 @@ import jiggle from "../jiggle";
|
||||
index must correspond to sampleSubset
|
||||
* @param {Integer} endingIts - Number of iterations for phase 3
|
||||
*/
|
||||
export function placeNearToNearestNeighbour(node, nearNeighbour, radius, sampleSubset, realDistances, endingIts) {
|
||||
export function placeNearToNearestNeighbour (node, nearNeighbour, radius, sampleSubset, realDistances, endingIts) {
|
||||
let
|
||||
sumDistErrorByAngle = function(angle){
|
||||
sumDistErrorByAngle = function (angle) {
|
||||
return sumDistError(pointOnCircle(nearNeighbour.x, nearNeighbour.y, angle, radius), sampleSubset, realDistances);
|
||||
},
|
||||
dist0 = sumDistErrorByAngle(0),
|
||||
@@ -37,16 +37,10 @@ export function placeNearToNearestNeighbour(node, nearNeighbour, radius, sampleS
|
||||
highBound = 0.0;
|
||||
|
||||
// Determine the closest quadrant
|
||||
if (dist0 == dist180) {
|
||||
if (dist90 > dist270)
|
||||
lowBound = highBound = 270;
|
||||
else
|
||||
lowBound = highBound = 90;
|
||||
} else if (dist90 == dist270) {
|
||||
if (dist0 > dist180)
|
||||
lowBound = highBound = 180;
|
||||
else
|
||||
lowBound = highBound = 0;
|
||||
if (dist0 === dist180) {
|
||||
if (dist90 > dist270) { lowBound = highBound = 270; } else { lowBound = highBound = 90; }
|
||||
} else if (dist90 === dist270) {
|
||||
if (dist0 > dist180) { lowBound = highBound = 180; } else { lowBound = highBound = 0; }
|
||||
} else if (dist0 > dist180) {
|
||||
if (dist90 > dist270) {
|
||||
lowBound = 180;
|
||||
@@ -55,39 +49,37 @@ export function placeNearToNearestNeighbour(node, nearNeighbour, radius, sampleS
|
||||
lowBound = 90;
|
||||
highBound = 180;
|
||||
}
|
||||
} else {
|
||||
if (dist90 > dist270) {
|
||||
} else if (dist90 > dist270) {
|
||||
lowBound = 270;
|
||||
highBound = 360;
|
||||
} else {
|
||||
lowBound = 0;
|
||||
highBound = 90;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine the angle
|
||||
let angle = binarySearchMin(lowBound, highBound,sumDistErrorByAngle);
|
||||
let angle = binarySearchMin(lowBound, highBound, sumDistErrorByAngle);
|
||||
let newPoint = pointOnCircle(nearNeighbour.x, nearNeighbour.y, angle, radius);
|
||||
node.x = newPoint.x;
|
||||
node.y = newPoint.y;
|
||||
|
||||
// Phase 3
|
||||
let
|
||||
multiplier = 1/sampleSubset.length,
|
||||
multiplier = 1 / sampleSubset.length,
|
||||
sumForces;
|
||||
for (let i = 0; i < endingIts; i++) {
|
||||
sumForces = sumForcesToSample(node, sampleSubset, realDistances);
|
||||
node.x += sumForces.x*multiplier;
|
||||
node.y += sumForces.y*multiplier;
|
||||
node.x += sumForces.x * multiplier;
|
||||
node.y += sumForces.y * multiplier;
|
||||
}
|
||||
}
|
||||
|
||||
function sumForcesToSample(node, samples, sampleCache) {
|
||||
function sumForcesToSample (node, samples, sampleCache) {
|
||||
let nodeVx = 0,
|
||||
nodeVy = 0,
|
||||
x, y, l, i, sample;
|
||||
|
||||
for (i = samples.length-1; i >=0 ; i--) {
|
||||
for (i = samples.length - 1; i >= 0; i--) {
|
||||
sample = samples[i];
|
||||
|
||||
// jiggle so l won't be zero and divide by zero error after this
|
||||
@@ -95,7 +87,7 @@ function sumForcesToSample(node, samples, sampleCache) {
|
||||
y = node.y - sample.y || jiggle();
|
||||
l = Math.sqrt(x * x + y * y);
|
||||
l = (l - sampleCache[i]) / l;
|
||||
x *= l, y *= l;
|
||||
x *= l; y *= l;
|
||||
nodeVx -= x;
|
||||
nodeVy -= y;
|
||||
}
|
||||
@@ -110,27 +102,27 @@ function sumForcesToSample(node, samples, sampleCache) {
|
||||
* @param {function(x)} fn - function that takes in a number x and returns a number
|
||||
* @return {integer} - an integer x where f(x) is minimum
|
||||
*/
|
||||
function binarySearchMin(lb, hb, fn) {
|
||||
function binarySearchMin (lb, hb, fn) {
|
||||
while (lb <= hb) {
|
||||
if(lb === hb) return lb;
|
||||
if (lb === hb) return lb;
|
||||
|
||||
if(hb-lb == 1) {
|
||||
if (hb - lb === 1) {
|
||||
if (fn(lb) >= fn(hb)) return hb;
|
||||
else return lb;
|
||||
}
|
||||
|
||||
let
|
||||
range = hb-lb,
|
||||
valLowerHalf = fn(lb + range/4),
|
||||
valHigherHalf = fn(lb + range*3/4);
|
||||
range = hb - lb,
|
||||
valLowerHalf = fn(lb + range / 4),
|
||||
valHigherHalf = fn(lb + range * 3 / 4);
|
||||
|
||||
if (valLowerHalf > valHigherHalf)
|
||||
if (valLowerHalf > valHigherHalf) {
|
||||
lb = Math.floor((lb + hb) / 2);
|
||||
else if (valLowerHalf < valHigherHalf)
|
||||
} else if (valLowerHalf < valHigherHalf) {
|
||||
hb = Math.ceil((lb + hb) / 2);
|
||||
else {
|
||||
lb += Math.floor(range/4);
|
||||
hb -= Math.ceil(range/4);
|
||||
} else {
|
||||
lb += Math.floor(range / 4);
|
||||
hb -= Math.ceil(range / 4);
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import {pointOnCircle, takeSampleFrom} from "./helpers";
|
||||
import {placeNearToNearestNeighbour} from "./interpCommon";
|
||||
import {takeSampleFrom} from './helpers';
|
||||
import {placeNearToNearestNeighbour} from './interpCommon';
|
||||
|
||||
/**
|
||||
* Perform interpolation where the "parent" node is is estimated by pivot-based searching.
|
||||
@@ -23,7 +23,7 @@ import {placeNearToNearestNeighbour} from "./interpCommon";
|
||||
* @param {number} endingIts - for phase 3, how many iterations to refine the
|
||||
* placement of each interpolated point
|
||||
*/
|
||||
export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIts) {
|
||||
export default function (sampleSet, remainderSet, numPivots, distanceFn, endingIts) {
|
||||
// Pivot based parent finding
|
||||
let numBuckets = Math.floor(Math.sqrt(sampleSet.length));
|
||||
let numNonPivots = sampleSet.length - numPivots;
|
||||
@@ -44,8 +44,9 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
let distCache = []; // [ For each non-pivot sample:[For each Pivot: distance] ]
|
||||
let bucketWidths = []; // [ For each Pivot: width of each bucket ]
|
||||
|
||||
for (let i = 0; i < nonPivotSamples.length; i++)
|
||||
for (let i = 0; i < nonPivotSamples.length; i++) {
|
||||
distCache[i] = [];
|
||||
}
|
||||
|
||||
for (let j = 0; j < numPivots; j++) {
|
||||
let pivot = pivots[j];
|
||||
@@ -54,9 +55,10 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
for (let i = 0; i < numNonPivots; i++) {
|
||||
let sample = nonPivotSamples[i];
|
||||
distCache[i][j] = distanceFn(pivot, sample);
|
||||
if (distCache[i][j] > maxDist)
|
||||
if (distCache[i][j] > maxDist) {
|
||||
maxDist = distCache[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
bucketWidths.push(maxDist / numBuckets);
|
||||
}
|
||||
@@ -77,10 +79,9 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
}
|
||||
// ---------------------------------------------------------------------
|
||||
|
||||
|
||||
let sampleSubset = takeSampleFrom(sampleSet, Math.sqrt(sampleSet.length)).sample;
|
||||
//Plot each of the remainder nodes
|
||||
for (let i = remainderSet.length-1; i>=0; i--) {
|
||||
// Plot each of the remainder nodes
|
||||
for (let i = remainderSet.length - 1; i >= 0; i--) {
|
||||
let node = remainderSet[i];
|
||||
let sampleSubsetDistanceCache = [],
|
||||
minDist, nearSample;
|
||||
@@ -95,7 +96,7 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
if (index !== -1) {
|
||||
sampleSubsetDistanceCache[index] = dist;
|
||||
}
|
||||
if (minDist === undefined || dist < minDist){
|
||||
if (minDist === undefined || dist < minDist) {
|
||||
minDist = dist;
|
||||
nearSample = pivot;
|
||||
}
|
||||
@@ -107,18 +108,17 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
bucketNumber = 0;
|
||||
}
|
||||
|
||||
for (let j = pivotsBuckets[p][bucketNumber].length-1; j>=0; j--) {
|
||||
for (let j = pivotsBuckets[p][bucketNumber].length - 1; j >= 0; j--) {
|
||||
let candidateNode = pivotsBuckets[p][bucketNumber][j];
|
||||
let index = sampleSubset.indexOf(candidateNode);
|
||||
if (index !== -1 && sampleSubsetDistanceCache[index] !== undefined)
|
||||
dist = sampleSubsetDistanceCache[index]
|
||||
else {
|
||||
if (index !== -1 && sampleSubsetDistanceCache[index] !== undefined) {
|
||||
dist = sampleSubsetDistanceCache[index];
|
||||
} else {
|
||||
dist = distanceFn(candidateNode, node);
|
||||
if (index !== -1)
|
||||
sampleSubsetDistanceCache[index] = dist;
|
||||
if (index !== -1) { sampleSubsetDistanceCache[index] = dist; }
|
||||
}
|
||||
|
||||
if (dist < minDist){
|
||||
if (dist < minDist) {
|
||||
minDist = dist;
|
||||
nearSample = candidateNode;
|
||||
}
|
||||
@@ -127,9 +127,10 @@ export default function(sampleSet, remainderSet, numPivots, distanceFn, endingIt
|
||||
|
||||
// Fill in holes in cache
|
||||
for (let k = 0; k < sampleSubset.length; k++) {
|
||||
if (sampleSubsetDistanceCache[k] === undefined)
|
||||
if (sampleSubsetDistanceCache[k] === undefined) {
|
||||
sampleSubsetDistanceCache[k] = distanceFn(node, sampleSubset[k]);
|
||||
}
|
||||
}
|
||||
placeNearToNearestNeighbour(node, nearSample, minDist, sampleSubset, sampleSubsetDistanceCache, endingIts);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/**
|
||||
* @return {number} a very small non-zero random number.
|
||||
*/
|
||||
export default function() {
|
||||
export default function () {
|
||||
let rand;
|
||||
do {
|
||||
rand = (Math.random() - 0.5) * 1e-6;
|
||||
|
||||
44
src/link.js
44
src/link.js
@@ -1,5 +1,5 @@
|
||||
import constant from "./constant";
|
||||
import jiggle from "./jiggle";
|
||||
import constant from './constant';
|
||||
import jiggle from './jiggle';
|
||||
|
||||
/**
|
||||
* Modified link force algorithm
|
||||
@@ -8,7 +8,7 @@ import jiggle from "./jiggle";
|
||||
* - removed other unused functions
|
||||
* Alpha should be constant 1 for accurate simulation
|
||||
*/
|
||||
export default function() {
|
||||
export default function () {
|
||||
var dataSizeFactor,
|
||||
distance = constant(30),
|
||||
distances = [],
|
||||
@@ -18,60 +18,62 @@ export default function() {
|
||||
latestVelocityDiff = 0,
|
||||
iterations = 1;
|
||||
|
||||
function force(alpha) {
|
||||
function force (alpha) {
|
||||
let n = nodes.length;
|
||||
// Cache old velocity for comparison later
|
||||
if (stableVeloHandler!==null && stableVelocity>=0) {
|
||||
for (let i = n-1, node; i>=0; i--) {
|
||||
if (stableVeloHandler !== null && stableVelocity >= 0) {
|
||||
for (let i = n - 1, node; i >= 0; i--) {
|
||||
node = nodes[i];
|
||||
node.oldvx = node.vx;
|
||||
node.oldvy = node.vy;
|
||||
}
|
||||
}
|
||||
|
||||
// Each iteration in a tick
|
||||
for (var k = 0, source, target, i, j, x, y, l; k < iterations; ++k) {
|
||||
// For each link
|
||||
for (i = 1; i < n; i++) for (j = 0; j < i; j++) {
|
||||
for (i = 1; i < n; i++) {
|
||||
for (j = 0; j < i; j++) {
|
||||
// jiggle so l won't be zero and divide by zero error after this
|
||||
source = nodes[i];
|
||||
target = nodes[j];
|
||||
x = target.x + target.vx - source.x - source.vx || jiggle();
|
||||
y = target.y + target.vy - source.y - source.vy || jiggle();
|
||||
l = Math.sqrt(x * x + y * y);
|
||||
l = (l - distances[i*(i-1)/2+j]) / l * dataSizeFactor * alpha;
|
||||
x *= l, y *= l;
|
||||
l = (l - distances[i * (i - 1) / 2 + j]) / l * dataSizeFactor * alpha;
|
||||
x *= l; y *= l;
|
||||
target.vx -= x;
|
||||
target.vy -= y;
|
||||
source.vx += x;
|
||||
source.vy += y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate velocity changes, aka force applied.
|
||||
if (stableVeloHandler!==null && stableVelocity>=0) {
|
||||
if (stableVeloHandler !== null && stableVelocity >= 0) {
|
||||
let velocityDiff = 0;
|
||||
for (let i = n-1, node; i>=0; i--) {
|
||||
for (let i = n - 1, node; i >= 0; i--) {
|
||||
node = nodes[i];
|
||||
velocityDiff += Math.abs(Math.hypot(node.vx-node.oldvx, node.vy-node.oldvy));
|
||||
velocityDiff += Math.abs(Math.hypot(node.vx - node.oldvx, node.vy - node.oldvy));
|
||||
}
|
||||
velocityDiff /= n;
|
||||
latestVelocityDiff = velocityDiff;
|
||||
|
||||
if(velocityDiff<stableVelocity){
|
||||
if (velocityDiff < stableVelocity) {
|
||||
stableVeloHandler();
|
||||
}
|
||||
else console.log(velocityDiff);
|
||||
}
|
||||
}
|
||||
|
||||
function initialize() {
|
||||
function initialize () {
|
||||
if (!nodes) return;
|
||||
// 0.5 to divide the force to two part for source and target node
|
||||
dataSizeFactor = 0.5/(nodes.length-1);
|
||||
dataSizeFactor = 0.5 / (nodes.length - 1);
|
||||
initializeDistance();
|
||||
}
|
||||
|
||||
function initializeDistance() {
|
||||
function initializeDistance () {
|
||||
if (!nodes) return;
|
||||
for (let i = 1, n = nodes.length; i < n; i++) {
|
||||
for (let j = 0; j < i; j++) {
|
||||
@@ -80,17 +82,17 @@ export default function() {
|
||||
}
|
||||
}
|
||||
|
||||
force.initialize = function(_) {
|
||||
force.initialize = function (_) {
|
||||
nodes = _;
|
||||
initialize();
|
||||
};
|
||||
|
||||
force.iterations = function(_) {
|
||||
force.iterations = function (_) {
|
||||
return arguments.length ? (iterations = +_, force) : iterations;
|
||||
};
|
||||
|
||||
force.distance = function(_) {
|
||||
return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;
|
||||
force.distance = function (_) {
|
||||
return arguments.length ? (distance = typeof _ === 'function' ? _ : constant(+_), initializeDistance(), force) : distance;
|
||||
};
|
||||
|
||||
force.latestAccel = function () {
|
||||
|
||||
@@ -1,14 +1,12 @@
|
||||
import constant from "./constant";
|
||||
import jiggle from "./jiggle";
|
||||
import {getStress} from "./stress";
|
||||
|
||||
import constant from './constant';
|
||||
import jiggle from './jiggle';
|
||||
/**
|
||||
* An implementation of Chalmers' 1996 Neighbour and Sampling algorithm.
|
||||
* It uses random sampling to find the most suited neighbours from the
|
||||
* data set.
|
||||
*/
|
||||
|
||||
function sortDistances(a, b) {
|
||||
function sortDistances (a, b) {
|
||||
return b[1] - a[1];
|
||||
}
|
||||
|
||||
@@ -27,18 +25,18 @@ export default function () {
|
||||
* Apply spring forces at each simulation iteration.
|
||||
* @param {number} alpha - multiplier for amount of force applied
|
||||
*/
|
||||
function force(alpha) {
|
||||
function force (alpha) {
|
||||
let n = nodes.length;
|
||||
// Cache old velocity for comparison later
|
||||
if (stableVeloHandler!==null && stableVelocity>=0) {
|
||||
for (let i = n-1, node; i>=0; i--) {
|
||||
if (stableVeloHandler !== null && stableVelocity >= 0) {
|
||||
for (let i = n - 1, node; i >= 0; i--) {
|
||||
node = nodes[i];
|
||||
node.oldvx = node.vx;
|
||||
node.oldvy = node.vy;
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = n-1, node, samples; i>=0; i--) {
|
||||
for (let i = n - 1, node, samples; i >= 0; i--) {
|
||||
node = nodes[i];
|
||||
samples = createRandomSamples(i);
|
||||
|
||||
@@ -54,19 +52,18 @@ export default function () {
|
||||
}
|
||||
|
||||
// Calculate velocity changes, aka force applied.
|
||||
if (stableVeloHandler!==null && stableVelocity>=0) {
|
||||
if (stableVeloHandler !== null && stableVelocity >= 0) {
|
||||
let velocityDiff = 0;
|
||||
for (let i = n-1, node; i>=0; i--) {
|
||||
for (let i = n - 1, node; i >= 0; i--) {
|
||||
node = nodes[i];
|
||||
velocityDiff += Math.abs(Math.hypot(node.vx-node.oldvx, node.vy-node.oldvy));
|
||||
velocityDiff += Math.abs(Math.hypot(node.vx - node.oldvx, node.vy - node.oldvy));
|
||||
}
|
||||
velocityDiff /= n;
|
||||
latestVelocityDiff = velocityDiff;
|
||||
|
||||
if(velocityDiff<stableVelocity){
|
||||
if (velocityDiff < stableVelocity) {
|
||||
stableVeloHandler();
|
||||
}
|
||||
else console.log(velocityDiff);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,14 +74,14 @@ export default function () {
|
||||
* @param {number} dist - high dimensional distance between the two nodes
|
||||
* @param {number} alpha - multiplier for the amount of force applied
|
||||
*/
|
||||
function setVelocity(source, target, dist, alpha) {
|
||||
function setVelocity (source, target, dist, alpha) {
|
||||
let x, y, l;
|
||||
// jiggle so l won't be zero and divide by zero error after this
|
||||
x = target.x + target.vx - source.x - source.vx || jiggle();
|
||||
y = target.y + target.vy - source.y - source.vy || jiggle();
|
||||
l = Math.sqrt(x * x + y * y);
|
||||
l = (l - dist) / l * dataSizeFactor * alpha;
|
||||
x *= l, y *= l;
|
||||
x *= l; y *= l;
|
||||
// Set the calculated velocites for both nodes.
|
||||
target.vx -= x;
|
||||
target.vy -= y;
|
||||
@@ -93,11 +90,11 @@ export default function () {
|
||||
}
|
||||
|
||||
// Called on nodes change and added to a simulation
|
||||
function initialize() {
|
||||
function initialize () {
|
||||
if (!nodes) return;
|
||||
|
||||
// Initialize for each node some random neighbours.
|
||||
for (let i = nodes.length-1; i>=0; i--) {
|
||||
for (let i = nodes.length - 1; i >= 0; i--) {
|
||||
let neighbs = pickRandomNodesFor(i, [i], neighbourSize);
|
||||
// Sort the neighbour set by the distances.
|
||||
neighbours[i] = new Map(neighbs.sort(sortDistances));
|
||||
@@ -106,8 +103,8 @@ export default function () {
|
||||
initDataSizeFactor();
|
||||
}
|
||||
|
||||
function initDataSizeFactor(){
|
||||
dataSizeFactor = 0.5/(neighbourSize+sampleSize);
|
||||
function initDataSizeFactor () {
|
||||
dataSizeFactor = 0.5 / (neighbourSize + sampleSize);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -119,7 +116,7 @@ export default function () {
|
||||
* @param {number} size - max number of elements in the map to return.
|
||||
* @return {array}
|
||||
*/
|
||||
function pickRandomNodesFor(index, exclude, size) {
|
||||
function pickRandomNodesFor (index, exclude, size) {
|
||||
let randElements = [];
|
||||
let max = nodes.length;
|
||||
|
||||
@@ -129,14 +126,14 @@ export default function () {
|
||||
break;
|
||||
}
|
||||
|
||||
let rand = Math.floor((Math.random() * max));
|
||||
let rand = Math.floor(Math.random() * max);
|
||||
// Re-random until suitable value is found.
|
||||
while (randElements.includes(rand) || exclude.includes(rand)) {
|
||||
rand = Math.floor((Math.random() * max));
|
||||
rand = Math.floor(Math.random() * max);
|
||||
}
|
||||
randElements.push(rand);
|
||||
}
|
||||
for(let i=randElements.length-1, rand; i>=0; i--){
|
||||
for (let i = randElements.length - 1, rand; i >= 0; i--) {
|
||||
rand = randElements[i];
|
||||
randElements[i] = [rand, distance(nodes[index], nodes[rand])];
|
||||
}
|
||||
@@ -149,7 +146,7 @@ export default function () {
|
||||
* @param {number} index - index of the node to generate sample for
|
||||
* @return {map}
|
||||
*/
|
||||
function createRandomSamples(index) {
|
||||
function createRandomSamples (index) {
|
||||
// Ignore the current neighbours of the node and itself.
|
||||
let exclude = [index];
|
||||
exclude = exclude.concat(Array.from(neighbours[index].keys()));
|
||||
@@ -163,13 +160,12 @@ export default function () {
|
||||
* @param {map} samples - map of samples
|
||||
* @return {map} - new map of neighbours
|
||||
*/
|
||||
function findNewNeighbours(neighbours, samples) {
|
||||
function findNewNeighbours (neighbours, samples) {
|
||||
let combined = [...neighbours.entries()].concat([...samples.entries()]);
|
||||
combined = combined.sort(sortDistances);
|
||||
return new Map(combined.slice(0, neighbourSize));
|
||||
}
|
||||
|
||||
|
||||
// API for initializing the algorithm and setting parameters
|
||||
force.initialize = function (_) {
|
||||
nodes = _;
|
||||
@@ -189,7 +185,7 @@ export default function () {
|
||||
};
|
||||
|
||||
force.distance = function (_) {
|
||||
return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), force) : distance;
|
||||
return arguments.length ? (distance = typeof _ === 'function' ? _ : constant(+_), force) : distance;
|
||||
};
|
||||
|
||||
force.latestAccel = function () {
|
||||
|
||||
@@ -4,12 +4,13 @@
|
||||
* to the better layout.
|
||||
* @return {number} - stress of the layout.
|
||||
*/
|
||||
export function getStress(nodes, distance) {
|
||||
let sumDiffSq = 0
|
||||
export function getStress (nodes, distance) {
|
||||
let sumDiffSq = 0;
|
||||
let sumLowDDistSq = 0;
|
||||
for (let j = nodes.length-1; j >= 1; j--) {
|
||||
for (let j = nodes.length - 1; j >= 1; j--) {
|
||||
for (let i = 0; i < j; i++) {
|
||||
let source = nodes[i], target = nodes[j];
|
||||
let source = nodes[i];
|
||||
let target = nodes[j];
|
||||
let lowDDist = Math.hypot(target.x - source.x, target.y - source.y);
|
||||
let highDDist = distance(source, target);
|
||||
sumDiffSq += Math.pow(highDDist - lowDDist, 2);
|
||||
|
||||
58
src/t-sne.js
58
src/t-sne.js
@@ -1,4 +1,5 @@
|
||||
import constant from "./constant";
|
||||
/* eslint-disable block-scoped-var */
|
||||
import constant from './constant';
|
||||
|
||||
/**
|
||||
* Set the node id accessor to the specified i.
|
||||
@@ -6,7 +7,7 @@ import constant from "./constant";
|
||||
* @param {accessor} i - id accessor.
|
||||
* @return {accessor} - node id accessor.
|
||||
*/
|
||||
function index(d, i) {
|
||||
function index (d, i) {
|
||||
return i;
|
||||
}
|
||||
|
||||
@@ -14,7 +15,7 @@ function index(d, i) {
|
||||
* t-SNE implementation in D3 by using the code existing in tsnejs
|
||||
* (https://github.com/karpathy/tsnejs) to compute the solution.
|
||||
*/
|
||||
export default function() {
|
||||
export default function () {
|
||||
var id = index,
|
||||
distance = constant(300),
|
||||
nodes,
|
||||
@@ -32,7 +33,7 @@ export default function() {
|
||||
* Make a step in t-SNE algorithm and set the velocities for the nodes
|
||||
* to accumulate the values from solution.
|
||||
*/
|
||||
function force() {
|
||||
function force () {
|
||||
// Make a step at each iteration.
|
||||
step();
|
||||
var solution = getSolution();
|
||||
@@ -48,11 +49,13 @@ export default function() {
|
||||
* Calculates the random number from Gaussian distribution.
|
||||
* @return {number} random number.
|
||||
*/
|
||||
function gaussRandom() {
|
||||
function gaussRandom () {
|
||||
let u = 2 * Math.random() - 1;
|
||||
let v = 2 * Math.random() - 1;
|
||||
let r = u * u + v * v;
|
||||
if (r == 0 || r > 1) return gaussRandom();
|
||||
if (r === 0 || r > 1) {
|
||||
return gaussRandom();
|
||||
}
|
||||
return u * Math.sqrt(-2 * Math.log(r) / r);
|
||||
}
|
||||
|
||||
@@ -60,11 +63,11 @@ export default function() {
|
||||
* Return the normalized number.
|
||||
* @return {number} normalized random number from Gaussian distribution.
|
||||
*/
|
||||
function randomN() {
|
||||
function randomN () {
|
||||
return gaussRandom() * 1e-4;
|
||||
}
|
||||
|
||||
function sign(x) {
|
||||
function sign (x) {
|
||||
return x > 0 ? 1 : x < 0 ? -1 : 0;
|
||||
}
|
||||
|
||||
@@ -73,8 +76,8 @@ export default function() {
|
||||
* @param {number} n - length of array.
|
||||
* @return {Float64Array} - array of zeros with length n.
|
||||
*/
|
||||
function zeros(n) {
|
||||
if (typeof(n) === 'undefined' || isNaN(n)) {
|
||||
function zeros (n) {
|
||||
if (typeof n === 'undefined' || isNaN(n)) {
|
||||
return [];
|
||||
}
|
||||
return new Float64Array(n); // typed arrays are faster
|
||||
@@ -87,7 +90,7 @@ export default function() {
|
||||
* @param {number} d - columns.
|
||||
* @return {array} - 2d array
|
||||
*/
|
||||
function random2d(n, d) {
|
||||
function random2d (n, d) {
|
||||
var x = [];
|
||||
for (var i = 0; i < n; i++) {
|
||||
var y = [];
|
||||
@@ -106,7 +109,7 @@ export default function() {
|
||||
* @param {number} tol - limit for entropy difference.
|
||||
* @return {2d array} - 2d matrix containing probabilities.
|
||||
*/
|
||||
function d2p(data, perplexity, tol) {
|
||||
function d2p (data, perplexity, tol) {
|
||||
N = Math.floor(data.length);
|
||||
var Htarget = Math.log(perplexity); // target entropy of distribution.
|
||||
var P1 = zeros(N * N); // temporary probability matrix.
|
||||
@@ -137,7 +140,7 @@ export default function() {
|
||||
// Normalize p and compute entropy.
|
||||
var Hhere = 0.0;
|
||||
for (j = 0; j < N; j++) {
|
||||
if (psum == 0) {
|
||||
if (psum === 0) {
|
||||
pj = 0;
|
||||
} else {
|
||||
pj = prow[j] / psum;
|
||||
@@ -158,7 +161,6 @@ export default function() {
|
||||
} else {
|
||||
beta = (beta + betamax) / 2;
|
||||
}
|
||||
|
||||
} else {
|
||||
// Converse case. Make distrubtion less peaky.
|
||||
betamax = beta;
|
||||
@@ -180,7 +182,6 @@ export default function() {
|
||||
for (j = 0; j < N; j++) {
|
||||
P1[i * N + j] = prow[j];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Symmetrize P and normalize it to sum to 1 over all ij
|
||||
@@ -197,7 +198,7 @@ export default function() {
|
||||
/**
|
||||
* Initialize a starting (random) solution.
|
||||
*/
|
||||
function initSolution() {
|
||||
function initSolution () {
|
||||
Y = random2d(N, dim);
|
||||
// Step gains to accelerate progress in unchanging directions.
|
||||
gains = random2d(N, dim, 1.0);
|
||||
@@ -209,7 +210,7 @@ export default function() {
|
||||
/**
|
||||
* @return {2d array} the solution.
|
||||
*/
|
||||
function getSolution() {
|
||||
function getSolution () {
|
||||
return Y;
|
||||
}
|
||||
|
||||
@@ -217,7 +218,7 @@ export default function() {
|
||||
* Do a single step (iteration) for the layout.
|
||||
* @return {number} the current cost.
|
||||
*/
|
||||
function step() {
|
||||
function step () {
|
||||
iteration += 1;
|
||||
|
||||
var cg = costGrad(Y); // Evaluate gradient.
|
||||
@@ -266,8 +267,7 @@ export default function() {
|
||||
* @param {2d array} Y - the current solution to evaluate.
|
||||
* @return {object} that contains a cost and a gradient.
|
||||
*/
|
||||
function costGrad(Y) {
|
||||
|
||||
function costGrad (Y) {
|
||||
var pmul = iteration < 100 ? 4 : 1;
|
||||
|
||||
// Compute current Q distribution, unnormalized first.
|
||||
@@ -323,13 +323,13 @@ export default function() {
|
||||
* the better layout.
|
||||
* @return {number} - stress of the layout.
|
||||
*/
|
||||
function getStress() {
|
||||
function getStress () {
|
||||
var totalDiffSq = 0,
|
||||
totalHighDistSq = 0;
|
||||
for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
|
||||
for (var j = 0; j < nodes.length; j++) {
|
||||
if (i !== j) {
|
||||
source = nodes[i], target = nodes[j];
|
||||
source = nodes[i]; target = nodes[j];
|
||||
realDist = Math.hypot(target.x - source.x, target.y - source.y);
|
||||
highDist = +distance(nodes[i], nodes[j]);
|
||||
totalDiffSq += Math.pow(realDist - highDist, 2);
|
||||
@@ -342,7 +342,7 @@ export default function() {
|
||||
|
||||
// API for initializing the algorithm, setting parameters and querying
|
||||
// metrics.
|
||||
force.initialize = function(_) {
|
||||
force.initialize = function (_) {
|
||||
nodes = _;
|
||||
N = nodes.length;
|
||||
// Initialize the probability matrix.
|
||||
@@ -350,23 +350,23 @@ export default function() {
|
||||
initSolution();
|
||||
};
|
||||
|
||||
force.id = function(_) {
|
||||
force.id = function (_) {
|
||||
return arguments.length ? (id = _, force) : id;
|
||||
};
|
||||
|
||||
force.distance = function(_) {
|
||||
return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), force) : distance;
|
||||
force.distance = function (_) {
|
||||
return arguments.length ? (distance = typeof _ === 'function' ? _ : constant(+_), force) : distance;
|
||||
};
|
||||
|
||||
force.stress = function() {
|
||||
force.stress = function () {
|
||||
return getStress();
|
||||
};
|
||||
|
||||
force.learningRate = function(_) {
|
||||
force.learningRate = function (_) {
|
||||
return arguments.length ? (learningRate = +_, force) : learningRate;
|
||||
};
|
||||
|
||||
force.perplexity = function(_) {
|
||||
force.perplexity = function (_) {
|
||||
return arguments.length ? (perplexity = +_, force) : perplexity;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user