return 转置后的矩阵 */ private static double[][] transposingMatrix(double[][] matrix, int n) { double nMatrix [][] = new double[n][n]; for (int i = 0; i < n; i++) { for (int j = 0; j < n; j++) { nMatrix [i][j] = matrix[j][i]; } } return nMatrix; } /** * 矩阵相乘 * @author luoweifu * * @param ; j < n; j++) { t = 0; for (int k = 0; k < n; k++) { t += A[i][k] * B[k][j]; } nMatrix [i][j] = t; } } return nMatrix; } }
assert(len(xlist) == len(ylist)) assert(len(set(xlist)) == len(xlist)) n = len(xlist) nmatrix = [[0 for _ in range(n)] for _ in range(n)] for i in range(n): nmatrix[i][0] = ylist[i] for j in range(1, i+1): nmatrix[i][j] = (nmatrix[i][j-1] - nmatrix[i-1][j-1]) / ( xlist[i] - xlist[i-j]) nlist = [nmatrix[i][i] for i in range(n)] def fn(x):
insertElement(&matrixB, 2, 1, 9); printf("Matrix A:\n"); displayMatrix(&matrixA); printf("\nMatrix displayMatrix(&matrixB); TripletTable matrixC = matrixAddition(&matrixA, &matrixB); printf("\nMatrix displayMatrix(&matrixD); TripletTable matrixE = matrixMultiplication(&matrixA, &matrixB); printf("\nMatrix insertElement(&matrixB, 2, 1, 9); printf("Matrix A:\n"); displayMatrix(&matrixA); printf("\nMatrix displayMatrix(&matrixB); TripletTable matrixC = matrixAddition(&matrixA, &matrixB); printf("\nMatrix
matrix2); // 矩阵加法 SparseMatrix* additionResult = matrixAddition(matrix1, matrix1); printf("\nMatrix 矩阵乘法 SparseMatrix* multiplicationResult = matrixMultiplication(matrix1, matrix2); printf("\nMatrix multiplicationResult); // 矩阵转置 SparseMatrix* transposeResult = matrixTranspose(matrix1); printf("\nMatrix matrix2); // 矩阵加法 SparseMatrix* additionResult = matrixAddition(matrix1, matrix1); printf("\nMatrix 矩阵乘法 SparseMatrix* multiplicationResult = matrixMultiplication(matrix1, matrix2); printf("\nMatrix
+) { printf("%4d", num[i][j]); } putchar('\n'); } printf("\nmatrix
处理后效果如下:\n\n \n\ndart\n---->[ArrowPath#formPath]----\nPath headPath = head.formPath();\nMatrix4 headM4 head.size.width/2, 0, 0);\nheadPath = headPath.transform(headM4.storage);\n\nPath tailPath = tail.formPath();\nMatrix4 \n\n \n\ndart\nMatrix4 headM4 = Matrix4.translationValues(fixDx, fixDy, 0);\ncenter = head.position; Matrix4.translationValues(-center.dx, -center.dy, 0));\nheadPath = headPath.transform(headM4.storage);\n\nMatrix4
TransformationMatrix"); this.GL.uniformMatrix4fv(tmatrix, false, new Float32Array(TransformMatrix)); var nmatrix this.GL.getUniformLocation(this.ShaderProgram, "NormalTransformation"); this.GL.uniformMatrix4fv(nmatrix
1, 1) = 8; std::cout << "Matrix m1:" << std::endl; m1.print(); std::cout << "\nMatrix