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📄 lumatrix.hpp

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// lumatrix.hpp// A matrix definition for matrices in A = (P)LU form.// The matrix is in a packed format occupying the same space as// a regular matrix.// Methods are provided to obtain the matrices P L and U if desired.// Includes automatic conversion to LUMatrix from Matrix,// and a coersion the other way//                      (c) Copyright 1995, Everett F. Carter Jr.//                      Permission is granted by the author to use//			this software for any application provided this//			copyright notice is preserved.// rcsid: @(#)lumatrix.hpp	1.11 12:38:21 5/13/96   EFC// NOTE: os << LUMatrix with TURBO C++ V1.0, causes a conversion to Matrix//		        then calls << Matrix//		        With Zortech C++ V2.1 the same statement does not cause//			a conversion, LUMatrix inherits << from Matrix//// From my understanding of C++, I think the Zortech behaviour is the right one//                      (c) Copyright 1995, Everett F. Carter Jr.//                      Permission is granted by the author to use//			this software for any application provided this//			copyright notice is preserved.#ifndef LUMATRIX_H_#define LUMATRIX_H_ 1.11#include <barray.hpp>#include <matrix.hpp>class LUMatrix : public Matrix {	private:		int *pivot;		int errval;		void column_swap(Matrix& p, const int k1, const int k2) const;	public:		LUMatrix() : errval(0), pivot(NULL)    {}  // default constructor		 // constructor		LUMatrix(const int r,const int c) : Matrix(r,c), errval(0)					 { pivot = new int[r]; }		LUMatrix(const LUMatrix&);		// initialization		LUMatrix(const Matrix& a) : pivot(NULL)			{ *this = lufact(a); } // initialization from a Matrix		~LUMatrix() { delete []pivot; }		// destructor	LUMatrix& operator=(const LUMatrix&);		// assignment#ifndef __GNUC__	operator Matrix() const;			// cast TO Matrix#endif	friend LUMatrix lufact(const Matrix &a);	// explicit conversion	friend double det(const LUMatrix &);	friend double deti(const LUMatrix &, int *);	friend void backsub(const LUMatrix &, BasicArray& );	friend void backt(const LUMatrix &, BasicArray& );	friend Matrix invm(const LUMatrix &);	// methods to return P, L and U as separate matrices	Matrix P() const;	Matrix L() const;	Matrix U() const;};#endif

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