All Projects → jiggzson → Nerdamer

jiggzson / Nerdamer

Licence: mit
a symbolic math expression evaluator for javascript

Programming Languages

javascript
184084 projects - #8 most used programming language

Projects that are alternatives of or similar to Nerdamer

Angourimath
Open-source symbolic algebra library for C# and F#. One of the most powerful in .NET
Stars: ✭ 266 (-17.39%)
Mutual labels:  latex, integration, math, algebra, solver, calculus
Mathematics for Machine Learning
Learn mathematics behind machine learning and explore different mathematics in machine learning.
Stars: ✭ 28 (-91.3%)
Mutual labels:  calculus, algebra, math
Newton Api
➗ A really micro micro-service for advanced math.
Stars: ✭ 358 (+11.18%)
Mutual labels:  math, algebra, calculus
Mather
zzllrr mather(an offline tool for Math learning, education and research)小乐数学,离线可用的数学学习(自学或教学)、研究辅助工具。计划覆盖数学全部学科的解题、作图、演示、探索工具箱。目前是演示Demo版(抛转引玉),但已经支持数学公式编辑显示,部分作图功能,部分学科,如线性代数、离散数学的部分解题功能。最终目标是推动专业数学家、编程专家、教育工作者、科普工作者共同打造出更加专业级的Mather数学工具
Stars: ✭ 270 (-16.15%)
Mutual labels:  math, algebra, solver
Algebra Latex
Parse and calculate latex formatted math
Stars: ✭ 20 (-93.79%)
Mutual labels:  latex, math, algebra
Cuba.jl
Library for multidimensional numerical integration with four independent algorithms: Vegas, Suave, Divonne, and Cuhre.
Stars: ✭ 65 (-79.81%)
Mutual labels:  integration, math
racket-cas
Simple computer algebra system
Stars: ✭ 58 (-81.99%)
Mutual labels:  algebra, math
HCubature.jl
pure-Julia multidimensional h-adaptive integration
Stars: ✭ 119 (-63.04%)
Mutual labels:  integration, math
calculus-notes
微积分学笔记,包含极限论、微分、积分、级数理论.
Stars: ✭ 67 (-79.19%)
Mutual labels:  calculus, math
Upmath.me
Markdown and LaTeX online editor - create text for web with equations and diagrams
Stars: ✭ 234 (-27.33%)
Mutual labels:  latex, math
maths-for-deep-learning-ai
A open source book covering the foundational maths of deep learning and machine learning using TensorFlow
Stars: ✭ 35 (-89.13%)
Mutual labels:  calculus, math
Euler
The open-source computational framework for the Swift language
Stars: ✭ 37 (-88.51%)
Mutual labels:  algebra, math
augmath
Interactive Computer Algebra System. Augmenting how we *do* mathematics using computers
Stars: ✭ 41 (-87.27%)
Mutual labels:  algebra, math
Atosym
algebraic expressions parsing and evaluation through a property system based algorithm
Stars: ✭ 15 (-95.34%)
Mutual labels:  algebra, math
Symbolic-computation-Python
Symbolic computation using SymPy and various applications
Stars: ✭ 18 (-94.41%)
Mutual labels:  calculus, algebra
Calculatex
in progress pretty printing calculator language
Stars: ✭ 302 (-6.21%)
Mutual labels:  latex, math
hfmath
Render LaTeX math with Hershey Fonts
Stars: ✭ 76 (-76.4%)
Mutual labels:  latex, math
Grassmann.jl
⟨Leibniz-Grassmann-Clifford⟩ differential geometric algebra / multivector simplicial complex
Stars: ✭ 289 (-10.25%)
Mutual labels:  math, algebra
Csharpmath
LaTeX. in C#. (ported from the wonderful iosMath project).
Stars: ✭ 205 (-36.34%)
Mutual labels:  latex, math
Katex
Fast math typesetting for the web.
Stars: ✭ 14,623 (+4441.3%)
Mutual labels:  latex, math

Build Status

Nerdamer

As of version 0.5.0, the library is split into the core and optional add-ons which can be loaded after the core has been loaded.

Getting started with Nerdamer

Load the library in your html page

<!-- assuming you've saved the file in the root of course -->
<!-- This the core and the only file needed if all you'll be doing is evaluating expresssions -->
<script src="nerdamer.core.js"></script> 
<!-- LOAD ADD-ONS. These files contain extended functions. See documentation -->
<!-- again assuming you've saved the files in root -->
<script src="Algebra.js"></script>
<script src="Calculus.js"></script>
<script src="Solve.js"></script>
<script src="Extra.js"></script>

Some functions have dependencies from other add-ons.

You can see nerdamer in action at http://nerdamer.com/demo

For full documentation go to http://nerdamer.com/documentation

All operations are done using the 'nerdamer' object.

To add an expression just add it to the nerdamer object which will return a expression object.

var e = nerdamer('x^2+2*(cos(x)+x*x)');
console.log(e.text());

//result: 
//2*cos(x)+3*x^2

You can also pass in an object with known values as the second parameter.

var e = nerdamer('x^2+2*(cos(x)+x*x)',{x:6});
console.log(e.text());

//result:
//108+2*cos(6)

As you can see only the substitution is performed. To evaluate the result just call evaluate. Note that evaluate returns a text string or a number not an object.

var e = nerdamer('x^2+2*(cos(x)+x*x)',{x:6}).evaluate();
console.log(e.text());

//result:
//109.9203405733006

To get back the text as a fraction, call the text method and pass in the string 'fractions'.

var e = nerdamer('x^2+2*(cos(x)+x*x)',{x:6}).evaluate();
console.log(e.text('fractions'));

//result:
//429607273/3908351

You can get your expression back as LaTeX by calling the toTeX method

var LaTeX = nerdamer('x^2+2*(cos(x)+x*x)',{x:0.25}).toTeX();
console.log(LaTeX);

//result:
//2 \cdot \mathrm{cos}\left(\frac{1}{4}\right)+\frac{3}{16}

To have numbers returned as decimals pass in the string 'decimals' to the toTeX method

var LaTeX = nerdamer('x^2+2*(cos(x)+x*x)',{x:0.25}).toTeX('decimal');
console.log(LaTeX);

//result:
//2 \cdot \mathrm{cos}\left(0.25\right)+0.1875

Alternatively you can pass an object containing known values into evaluate method instead. The values passed in don't have to be number they can be another expression if needed.

var e = nerdamer('x^2+2*(cos(x)+x*x)',{x:'x^2+1'});
console.log(e.text());

//result:
//2*cos(1+x^2)+3*(1+x^2)^2

Every time you parse an expression it's stored in nerdamer. To get a list of all the expressions you just call nerdamer.expressions().

var knownValues = {x:'x^2+1'};
nerdamer('x^2+2*(cos(x)+x*x)').evaluate(knownValues);
nerdamer('sin(x)^2+cos(x)^2').evaluate(knownValues);

console.log(nerdamer.expressions());

//result:
//[ 46.692712758272776, 1 ]

You can request it as an object as well by passing in true. This can be convenient in some situations as the numbering starts at 1;

var knownValues = {x:'x^2+1'};
nerdamer('x^2+2*(cos(x)+x*x)', knownValues );
nerdamer('sin(x)^2+cos(x)^2', knownValues );

console.log(nerdamer.expressions(true));

//{ '1': '2*cos(1+x^(2))+3*(1+x^(2))^(2)',
//'2': 'cos(1+x^(2))^(2)+sin(1+x^(2))^(2)' }

Functions aren't always immediately parsed to numbers. For example

var result = nerdamer('cos(x)',{x:6});
console.log(result.text());
//cos(6)

will only subsitute out the variable name. To change this behaviour numer should be passed in as the 3rd argument.

var result = nerdamer('cos(x)',{x:6}, 'numer');
console.log(result.text());
//0.960170286650366

or alternatively

var result = nerdamer('cos(x)').evaluate({x:6});
console.log(result.text());
//0.960170286650366

The difference however is that the first option directly substitutes the variables while the second first evaluates the expression and then makes the substitutions. This library utilizes native javascript functions as much as possible. As a result it inherits whatever rounding errors they possess. One major change with version 0.6.0 however, is dealing with floating point issues.

var result = nerdamer('sqrt(x)*sqrt(x)-2', {x: 2});
console.log(result.text());
//0

The above expample now returns zero whereas in previous version the result would be 4.440892098500626e-16. Same goes for 0.1+0.2.

An expression can be replaced directly by passing in the index of which expression to override. For example

nerdamer('cos(x)',{x:6}, 'numer');
nerdamer('sin(x)+y',{x:6}, null, 1);
console.log(nerdamer.expressions());
//[ 'sin(6)+y' ]

If multiple modifier options need to be passed into nerdamer you can do so using an array. For example ...

var e = nerdamer('cos(x)+(y-x)^2', {x:7}, ['expand', 'numer']);
console.log(e.text());
//-14*y+y^2+49.7539022543433

If you need the code as LaTeX you can pass in true as the second parameter when requesting the expressions.

nerdamer('x^2+2*(cos(x)+x*x)');
nerdamer('sin(x)^0.25+cos(x)^0.5' );
var asObject = true;
var asLaTeX = true;
console.log(nerdamer.expressions(asObject, asLaTeX));

/*{ '1': '2 \\cdot \\mathrm{cos}\\left(x\\right)+3 \\cdot x^{2}',
  '2': '\\sqrt{\\mathrm{cos}\\left(x\\right)}+\\mathrm{sin}\\left(x\\right)^{\\frac{1}{4}}' }*/

You can specify a particular location when adding an expression, which is specified with the third parameter.

nerdamer('x^2+2*(cos(x)+x*x)');
nerdamer('sin(x)^0.25+cos(x)^0.5' );
nerdamer('expr-override', undefined, 2 );
var asObject = false;
var asLaTeX = true;
console.log(nerdamer.expressions(asObject, asLaTeX));

/* [ '2 \\cdot \\mathrm{cos}\\left(x\\right)+3 \\cdot x^{2}',
  '\\sqrt{\\mathrm{cos}\\left(x\\right)}+\\mathrm{sin}\\left(x\\right)^{\\frac{1}{4}}',
  'expr-override' ]
 */

Here's an example of reserved variable and function names.

var reserved = nerdamer.reserved();
console.log(reserved);
//result:
/* csc, sec, cot, erf, fact, mod, GCD, QGCD, LCM, pow, PI, E, cos, sin, tan, acos, asin, atan, sinh, cosh, tanh, asinh, acosh, atanh, exp, min, max, floor, ceil, round, vector, matrix, parens, sqrt, log, expand, abs, invert, transpose, dot */

//or as an array

var reserved = nerdamer.reserved(true);
console.log(reserved);
//result:
/* [ 'csc', 'sec', 'cot', 'erf', 'fact', 'mod', 'GCD', 'QGCD', 'LCM', 'pow', 'PI', 'E', 'cos', 'sin', 'tan', 'acos', 'asin', 'atan', 'sinh', 'cosh', 'tanh', 'asinh', 'acosh', 'atanh', 'exp', 'min', 'max', 'floor', 'ceil', 'round', 'vector', 'matrix',
  'parens', 'sqrt', 'log', 'expand', 'abs', 'invert', 'transpose', 'dot' ]  */

Most math functions are passed in as part of the expression. If you want to differentiate for instance you just use the function diff which is located in the Calculus add-on as of version 0.5.0

var e = nerdamer('diff(x^2+2*(cos(x)+x*x),x)');

console.log(e.text());

//result: 
//-2*sin(x)+6*x

Nerdamer can also handle runtime functions. To do this use the method setFunction. The runtime functions do have symbolic capabilities and support for imaginary numbers. The setfunction method is used as follows:

nerdamer.setFunction( function_name, parameter_array, function_body )

For Example:

//generate some points
var f = function(x) { return 5*x-1; }
console.log(f(1)); //4
console.log(f(2)); //9 - value to be found
console.log(f(7)); //34

nerdamer.setFunction('interpolate',['y0','x0','y1','x1','x'],'y0+(y1-y0)*((x-x0)/(x1-x0))')
var answer = nerdamer('interpolate(4,1,34,7,2)').evaluate();

console.log(answer);

//result: 9

Custom functions alternatively be set in following manner.

nerdamer('hyp(a, b) := sqrt(a^2 + b^2) ');
var result = nerdamer('hyp(3, 4)').evaluate().text();
console.log(result);
//result: 5

If you need to add a constant use the setConstant method

nerdamer.setConstant( 'g', 9.81);
var weight = nerdamer('100*g').text();
console.log(weight);
//result:
//981

To delete just set it to delete

nerdamer.setConstant( 'g', 9.81);
var weight = nerdamer('100*g').text();
console.log(weight);
//981
nerdamer.setConstant( 'g', 'delete');
var weight = nerdamer('100*g').text();
console.log(weight);
//100*g

You also have the option of exporting your function to a javascript function which can be useful if you need some filtering from user input. Do keep in mind that the parameters are sorted alphabetically for more than one parameter. To use it add the expression to nerdamer and use the buildFunction method.

var f = nerdamer('x^2+5').buildFunction();
console.log(f(9));

//result:
//86

If you have a particular order in which you need the parameters to be set, then you pass in an array with the variables in the order in which you want them for instance:

var f = nerdamer('z+x^2+y').buildFunction(['y', 'x', 'z']);
console.log(f(9,2,1));
//result
//14

Every time you add an expression to nerdamer it's stored. To list the expressions currently in nerdamer call the 'expressions' method. To delete an expression use the 'clear' method and pass in the expression you want to delete. To clear everything pass in the string 'all'.

nerdamer('n*R*T/v');
nerdamer('mc^2');
nerdamer('G*m1*m2/d^2');

nerdamer.clear(2);

console.log(nerdamer.expressions(true));

//result:
//{ '1': 'R*T*n*v^(-1)', '2': 'G*d^(-2)*m1*m2' }

nerdamer.clear('all');
console.log(nerdamer.expressions(true));
//result:
//{}

If you need go get the variables of an expression use the variables method. This method can be called after nerdamer was provided an expression. For example

var variables = nerdamer('csc(x*cos(y))-no_boring_x').variables();
console.log(variables);
//result:
//[ 'no_boring_x', 'x', 'y' ]

The order in which the variables appear require a little bit of knowledge of how nerdamer organizes symbols. For the sake of simplicity we'll just assume that there is no particular order


Using the solver

To solve equations first load Solve.js. Just remember that Solve also required Algebra.js and Calculus.js to be loaded. You can then solve equations using nerdamer. Important: State the variable for which you are trying to solve.

var sol = nerdamer.solveEquations('x^3+8=x^2+6','x');
console.log(sol.toString());
//1+i,-i+1,-1

Notice that we use toString rather than text as this returns a javascript array.

You can also solve an expression

var e = nerdamer.solveEquations('x^2+4-y', 'y');
console.log(e[0].text());
//4+x^2

You can also solve multivariate equations

var sol = nerdamer.solveEquations('x^2+8+y=x+6','x');
console.log(sol.toString());
//0.5*((-4*y-7)^0.5+1),0.5*(-(-4*y-7)^0.5+1)

You can do up to 3rd order polynomials for multivariate polynomials

Additionally you can try for equations containing functions. This is more of a hit or miss approach unlike single variable polynomials (which uses Mr. David Binner's Jenkins-Traub port - http://www.akiti.ca/PolyRootRe.html) but it's there if you want to give it a try.

var sol = nerdamer.solveEquations('cos(x)+cos(3*x)=1','x');
console.log(sol.toString());
//5.7981235959208695,0.4850617112587174

To solve a system of linear equations pass them in as an array. For example

var sol = nerdamer.solveEquations(['x+y=1', '2*x=6', '4*z+y=6']);
console.log(sol);
//[ [ 'x', 3 ], [ 'y', -2 ], [ 'z', 2 ] ]

In version 0.7.2 and up the solver can additionally be used in the following way

//first parse the equation
var x = nerdamer('x^2+2=y-7*a');
//You can make substitutions to the equation
x = x.evaluate({a: 'x^2-3'});
console.log(x.toString()); //2+x^2=-7*x^2+21+y
var solutions = x.solveFor('x');
console.log(solutions.toString()); //(1/16)*sqrt(32*y+608),(-1/16)*sqrt(32*y+608)
Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].