}//Init public void FindBMU() { //Useful locals int alen = m_Height * m_Width; //Compute the distances from pattern to code vectors FPA a = PA.AddDimension(m_CurrentPatternGPU, 1); FPA x = PA.Stretch(a, 1, alen); FPA pol = PA.Subtract(m_Weights, x); FPA pol2 = PA.Multiply(pol, pol); FPA pol3 = PA.Sum(pol2, 0); m_Distances = PA.Sqrt(pol3); //Find the minimal distance FPA dist2 = PA.AddDimension(m_Distances, 1); FPA minval = PA.MinVal(dist2, 0); FPA xxx = PA.Stretch(minval, alen); //Prepare trigger array BPA trigger = PA.CompareEqual(xxx, m_Distances); //BMU Coord ZEROS BPA trigger2 = PA.AddDimension(trigger, 0); BPA trigger3 = PA.Stretch(trigger2, 2, 1); //Extract BMU Coord FPA lol = PA.Cond(trigger3, m_Shape, zeros); m_BMUCoord = PA.Sum(lol, 1); //m_BMUCoord = PA.Evaluate(m_BMUCoord); //BMU Code Vector ZEROS BPA triggercv2 = PA.AddDimension(trigger, 0); BPA triggercv3 = PA.Stretch(triggercv2, m_PatternLength, 1); //Extract BMU code vector FPA mdr = PA.Cond(triggercv3, m_Weights, zeroscv); m_BMUCodeVector = PA.Sum(mdr, 1); //m_BMUCodeVector = PA.Evaluate(m_BMUCodeVector); //Begin computation ! ^^ AND OUTPUT PA.Evaluate(m_BMUCodeVector); PA.Evaluate(m_BMUCoord); }