public double a(fx A_0, double A_1) { if (this.d.ContainsKey((int) A_0)) { return this.d[(int) A_0]; } return A_1; }
private static fx[] SearchNearestNum(fx[] x, double val) { fx[] fxs = new fx[2]; fxs[0] = new fx(); fxs[1] = new fx(); #region fxs[0] fxs[0].x = x[0].x; fxs[0].f = x[0].f; int ind = 0; for (int i = 1; i < x.Length; i++) { if (Math.Abs(fxs[0].x - val) > Math.Abs(x[i].x - val)) { fxs[0].f = x[i].f; fxs[0].x = x[i].x; ind = i; } } #endregion #region fsx[1] if (ind != 0) { fxs[1].x = x[0].x; fxs[1].f = x[0].f; } else { fxs[1].x = x[1].x; fxs[1].f = x[1].f; } for (int i = 0; i < x.Length; i++) { if (Math.Abs(fxs[1].x - val) > Math.Abs(x[i].x - val) && i != ind) { fxs[1].f = x[i].f; fxs[1].x = x[i].x; } } #endregion if (fxs[0].x < fxs[1].x) { double X = fxs[0].x; double F = fxs[0].f; fxs[0].x = fxs[1].x; fxs[0].f = fxs[1].f; fxs[1].x = X; fxs[1].f = F; } return(fxs); }
void Start() { effects = GameObject.FindWithTag("Audio"); fx = effects.GetComponent<fx>(); rnd = this.GetComponent<SpriteRenderer>(); //incializa el sprite renderer rnd.sprite = escogerSprite(); //asigna el sprite al renderer vidas = GameObject.FindWithTag("vidas"); //inicializa el contador de vidas lives = vidas.GetComponent<vidas>(); //obtiene la variable de vidas del contador de vidas perder = true; //permite perder una vida tras pasar la distancia de la camara hacia abajo }
static fx[] VectorToFx(Vector x) { fx[] fxs = new fx[x.Length]; for (int i = 0; i < x.Length; i++) { fxs[i] = new fx(); fxs[i].x = i; fxs[i].f = x[i]; } return(fxs); }
public static double Xirr(IList <CashItem> cashItems) { var firstItem = cashItems[0]; fx seed = x => 0.0; var fxTotal = cashItems.Aggregate(seed, (current, cashItem) => Compose(current, f(cashItem, firstItem))); var dfxTotal = cashItems.Aggregate(seed, (current, cashItem) => Compose(current, df(cashItem, firstItem))); var xirr = NewtonsMethod(fxTotal, dfxTotal, Guess); return(xirr); }
private static fx total_df_xirr(double[] payments, double[] days) { fx resf = (double x) => 0.0; for (int i = 0; i < payments.Length; i++) { resf = composeFunctions(resf, df_xirr(payments[i], days[i], days[0])); } return(resf); }
private static double NewtonsMethod(fx f, fx df, double guess) { var x0 = guess; var err = 1e+100; while (err > Tolerance) { var x1 = x0 - f(x0) / df(x0); err = Math.Abs(x1 - x0); x0 = x1; } return(x0); }
public double Newtons_method(double guess, fx f, fx df) { double x0 = guess; double x1 = 0.0; double err = 1e+100; while (err > tol) { x1 = x0 - f(x0) / df(x0); err = Math.Abs(x1 - x0); x0 = x1; } return x0; }
private static double Newtons_method(double guess, fx f, fx df) { double x0 = guess; double x1 = 0.0; double err = 1e+100; while (err > tol) { x1 = x0 - f(x0) / df(x0); err = Math.Abs(x1 - x0); x0 = x1; } return(x0); }
public static double Xirr(double guess, fx f, fx df) { double x0 = guess; double x1 = 0.0; double err = 1e+100; while (err > tol) { x1 = x0 - f(x0) / df(x0); err = Math.Abs(x1 - x0); x0 = x1; } return x0; }
private static double NewtonsMethod(fx f, fx df, double guess) { var x0 = guess; var err = 1e+100; while (err > Tolerance) { var fx0 = f(x0); var dfx0 = df(x0); // check dfx == 0 ! var x1 = (Math.Abs(dfx0 - 0) < double.Epsilon) ? x0 / 2 : x0 - fx0 / dfx0; err = Math.Abs(x1 - x0); x0 = x1; } return(x0); }
public static void displayThatView(this Form fx) { if (fx == null || fx.IsDisposed) { Form fy = new fx(); fx.Show; } else { if (!fx.Visible) { fx.Show; fx.Activate(); } else { fx.Activate(); } } }
public bool a(fx A_0) { return this.d.ContainsKey((int) A_0); }
private static fx composeFunctions(fx f1, fx f2) { return((double x) => f1(x) + f2(x)); }
private static fx Compose(fx f1, fx f2) { return(x => f1(x) + f2(x)); }
public static Vector Taylor(Vector x, Vector y, Vector X, int accuracy = 3) { Vector xPreproc = new Vector(accuracy); Vector yPreproc = new Vector(xPreproc.Length); int sh = x.Length / accuracy; int b = 0; for (int i = 0; i < accuracy; i++) { xPreproc[i] = x.GetInterval(b, b + sh - 1).AverageValue(); yPreproc[i] = y.GetInterval(b, b + sh - 1).AverageValue(); b += sh; } //x = xPreproc; //y = yPreproc; Vector res = new Vector(X.Length); if (x.Length < accuracy) { accuracy = x.Length; } fx[][] derivs = new fx[accuracy - 1][]; for (int i = 0; i < derivs.Length; i++) { derivs[i] = new fx[x.Length - i - 1]; } for (int i = 0; i < derivs.Length; i++) { for (int j = 0; j < derivs[i].Length; j++) { derivs[i][j] = new fx(); } } if (derivs.Length > 0) { for (int i = 1; i < x.Length; i++) { derivs[0][i - 1].f = (y[i] - y[i - 1]) / (x[i] - x[i - 1]); derivs[0][i - 1].x = x[i - 1] + (x[i] - x[i - 1]) / 2.0; } for (int i = 1; i < derivs.Length; i++) { for (int j = 1; j < derivs[i - 1].Length; j++) { derivs[i][j - 1].x = derivs[i - 1][j - 1].x + (derivs[i - 1][j].x - derivs[i - 1][j - 1].x) / 2.0; derivs[i][j - 1].f = (derivs[i - 1][j].f - derivs[i - 1][j - 1].f) / (derivs[i - 1][j].x - derivs[i - 1][j - 1].x); } } } for (int i = 0; i < X.Length; i++) { Vector deriv = new Vector(accuracy); var index = SearchNearestInd(x, X[i]); deriv[0] = y[index]; double a = x[index]; Vector A = new Vector(accuracy); A[0] = a; for (int k = 1; k < A.Length; k++) { A[k] = derivs[k - 1][SearchNearestInd(derivs[k - 1], X[i])].x; } for (int j = 0; j < accuracy - 1; j++) { deriv[j + 1] = SearchNearestVal(derivs[j], X[i]); } //res[i] = matlib.Function.Polynomials.Taylor(X[i], a, deriv); if (accuracy < 1) { return(null); } double result = 0.0; for (int n = 0; n < deriv.Length; n++) { result += deriv[n] * Math.Pow(X[i] - A[0], n) / (double)matlib.Factorial(n); } res[i] = result; } return(res); }
public fx composeFunctions(fx f1, fx f2) { return (double x) => f1(x) + f2(x); }
public static fx composeFunctions(fx f1, fx f2) { return (double x) => f1(x) + f2(x); }