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📄 zsolve_cubic.c

📁 该文件为c++的数学函数库!是一个非常有用的编程工具.它含有各种数学函数,为科学计算、工程应用等程序编写提供方便!
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/* poly/zsolve_cubic.c *  * Copyright (C) 1996, 1997, 1998, 1999, 2000 Brian Gough *  * 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 2 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, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *//* zsolve_cubic.c - finds the complex roots of x^3 + a x^2 + b x + c = 0 */#include <config.h>#include <math.h>#include <gsl/gsl_math.h>#include <gsl/gsl_complex.h>#include <gsl/gsl_poly.h>#define SWAP(a,b) do { double tmp = b ; b = a ; a = tmp ; } while(0)intgsl_poly_complex_solve_cubic (double a, double b, double c,                               gsl_complex *z0, gsl_complex *z1,                               gsl_complex *z2){  double q = (a * a - 3 * b);  double r = (2 * a * a * a - 9 * a * b + 27 * c);  double Q = q / 9;  double R = r / 54;  double Q3 = Q * Q * Q;  double R2 = R * R;  double CR2 = 729 * r * r;  double CQ3 = 2916 * q * q * q;  if (R == 0 && Q == 0)    {      GSL_REAL (*z0) = -a / 3;      GSL_IMAG (*z0) = 0;      GSL_REAL (*z1) = -a / 3;      GSL_IMAG (*z1) = 0;      GSL_REAL (*z2) = -a / 3;      GSL_IMAG (*z2) = 0;      return 3;    }  else if (CR2 == CQ3)     {      /* this test is actually R2 == Q3, written in a form suitable         for exact computation with integers */      /* Due to finite precision some double roots may be missed, and         will be considered to be a pair of complex roots z = x +/-         epsilon i close to the real axis. */      double sqrtQ = sqrt (Q);      if (R > 0)        {          GSL_REAL (*z0) = -2 * sqrtQ - a / 3;          GSL_IMAG (*z0) = 0;          GSL_REAL (*z1) = sqrtQ - a / 3;          GSL_IMAG (*z1) = 0;          GSL_REAL (*z2) = sqrtQ - a / 3;          GSL_IMAG (*z2) = 0;        }      else        {          GSL_REAL (*z0) = -sqrtQ - a / 3;          GSL_IMAG (*z0) = 0;          GSL_REAL (*z1) = -sqrtQ - a / 3;          GSL_IMAG (*z1) = 0;          GSL_REAL (*z2) = 2 * sqrtQ - a / 3;          GSL_IMAG (*z2) = 0;        }      return 3;    }  else if (CR2 < CQ3)  /* equivalent to R2 < Q3 */    {      double sqrtQ = sqrt (Q);      double sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;      double theta = acos (R / sqrtQ3);      double norm = -2 * sqrtQ;      double r0 = norm * cos (theta / 3) - a / 3;      double r1 = norm * cos ((theta + 2.0 * M_PI) / 3) - a / 3;      double r2 = norm * cos ((theta - 2.0 * M_PI) / 3) - a / 3;      /* Sort r0, r1, r2 into increasing order */      if (r0 > r1)        SWAP (r0, r1);      if (r1 > r2)        {          SWAP (r1, r2);          if (r0 > r1)            SWAP (r0, r1);        }      GSL_REAL (*z0) = r0;      GSL_IMAG (*z0) = 0;      GSL_REAL (*z1) = r1;      GSL_IMAG (*z1) = 0;      GSL_REAL (*z2) = r2;      GSL_IMAG (*z2) = 0;      return 3;    }  else    {      double sgnR = (R >= 0 ? 1 : -1);      double A = -sgnR * pow (fabs (R) + sqrt (R2 - Q3), 1.0 / 3.0);      double B = Q / A;      if (A + B < 0)        {          GSL_REAL (*z0) = A + B - a / 3;          GSL_IMAG (*z0) = 0;          GSL_REAL (*z1) = -0.5 * (A + B) - a / 3;          GSL_IMAG (*z1) = -(sqrt (3.0) / 2.0) * fabs(A - B);          GSL_REAL (*z2) = -0.5 * (A + B) - a / 3;          GSL_IMAG (*z2) = (sqrt (3.0) / 2.0) * fabs(A - B);        }      else        {          GSL_REAL (*z0) = -0.5 * (A + B) - a / 3;          GSL_IMAG (*z0) = -(sqrt (3.0) / 2.0) * fabs(A - B);          GSL_REAL (*z1) = -0.5 * (A + B) - a / 3;          GSL_IMAG (*z1) = (sqrt (3.0) / 2.0) * fabs(A - B);          GSL_REAL (*z2) = A + B - a / 3;          GSL_IMAG (*z2) = 0;        }      return 3;    }}

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