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util.h
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util.h
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/*
Multiscale Universal Interface Code Coupling Library
Copyright (C) 2017 Y. H. Tang, S. Kudo, X. Bian, Z. Li, G. E. Karniadakis
This software is jointly licensed under the Apache License, Version 2.0
and the GNU General Public License version 3, you may use it according
to either.
** Apache License, version 2.0 **
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
** GNU General Public License, version 3 **
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 3 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, see <http://www.gnu.org/licenses/>.
** File Details **
Filename: util.h
Created: Dec 9, 2013
Author: Y. H. Tang
Description:
*/
#ifndef UTIL_H_
#define UTIL_H_
// C headers
#include <cassert>
#include <cctype>
#include <climits>
#include <cmath>
#include <csignal>
#include <cstring>
#include <cstdio>
#include <cstdint>
// C++ headers
#include <fstream>
#include <iostream>
#include <limits>
#include <memory>
#include <string>
#include <functional>
#include <stdexcept>
#include <atomic>
// STL headers
#include <algorithm>
#include <deque>
#include <list>
#include <map>
#include <set>
#include <unordered_map>
#include <vector>
#include <complex>
#include <numeric>
#include <array>
#ifdef __OMP
#include <omp.h>
#endif
#include "stream.h"
#include "point.h"
namespace mui {
typedef unsigned int uint;
typedef unsigned long long ull;
typedef unsigned long long llong;
const static double PI = 3.1415926535897932385;
template<typename REAL> inline REAL clamp( REAL x, REAL l, REAL r )
{
return (x < l) ? l : ( (x > r) ? r : x );
}
template<typename REAL> inline REAL sgn( REAL x )
{
return (x>0)-(x<0);
}
template<uint N> inline double powr( const double x ) {
return powr<2>( powr<N/2>( x ) ) * powr<N%2>(x);
}
template<> inline double powr<2>( const double x ) {
return x * x;
}
template<> inline double powr<1>( const double x ) {
return x;
}
#ifdef __GNUC__
template<> inline double powr<0>( __attribute__((unused)) const double x ) {
#else
template<> inline double powr<0>( const double x ) {
#endif
return 1.0;
}
///****************************************************************************
//MATRIX
//*****************************************************************************/
//
//template<typename TYPE, uint M=3, uint N=3>
//struct matrix {
// matrix() {
// for(uint i=0; i<M; i++) for(uint j=0; j<N; j++) _e[i][j] = 0.;
// }
// matrix( const matrix& other ) {
// *this = other;
// }
// matrix& operator = ( const matrix& other ) {
// for(uint i=0; i<M; i++) for(uint j=0; j<N; j++) _e[i][j] = other._e[i][j];
// return *this;
// }
//
// inline const TYPE& operator () (uint row, uint col) const {
// assert(row<M&&col<N);
// return _e[row][col];
// }
// inline TYPE& operator () (uint row, uint col) {
// assert(row<M&&col<N);
// return _e[row][col];
// }
// inline int m() const {
// return M;
// }
// inline int n() const {
// return N;
// }
//protected:
// TYPE _e[M][N];
//};
//
//template<typename TYPE, uint M=3, uint N=3>
//struct eye: public matrix<TYPE,M,N> {
// eye() {
// assert(M==N);
// for(uint i=0; i<M; i++) this->_e[i][i] = 1.;
// }
//};
//
//template<typename TYPE, uint N, uint M, uint K>
//matrix<TYPE,N,M> operator * ( const matrix<TYPE,N,K> m1, const matrix<TYPE,K,M> &m2 )
//{
// matrix<TYPE,N,M> r;
// for(uint i=0; i<N; i++)
// for(uint j=0; j<M; j++)
// for(uint k=0; k<K; k++)
// r(i,j) += m1(i,k) * m2(k,j);
// return r;
//}
//
///****************************************************************************
//VECTOR/POINT/COORDINATE
//*****************************************************************************/
//
//template<typename TYPE, uint D>
//struct point {
// TYPE x[D];
//
// point() {}
// point( const point &other ) {
// *this = other;
// }
// point(TYPE r) {
// for(uint i = 0 ; i < D ; i++) x[i] = r;
// }
// point(TYPE *a) {
// for(uint i = 0 ; i < D ; i++) x[i] = *a++;
// }
// /*point(array<REAL,D> &r) {
// for(uint i = 0 ; i < D ; i++) x[i] = r[i];
// }*/
// inline uint d() const {
// return D;
// }
// inline point& operator = ( const point &other ) {
// for(uint i = 0 ; i < D ; i++) x[i] = other.x[i];
// return *this;
// }
// inline point& operator = ( const matrix<TYPE,D,1>& m ) {
// for(uint i = 0 ; i < D ; i++ ) x[i] = m(i,0);
// return *this;
// }
// inline operator matrix<TYPE,D,1> () const {
// matrix<TYPE,D,1> m;
// for(uint i = 0 ; i < D ; i++ ) m(i,0) = x[i];
// return m;
// }
//
// inline void operator += ( const point &v ) {
// for(uint i = 0 ; i < D ; i++) x[i] += v.x[i];
// }
// inline void operator -= ( const point &v ) {
// for(uint i = 0 ; i < D ; i++) x[i] -= v.x[i];
// }
// inline void operator *= ( const TYPE k ) {
// for(uint i = 0 ; i < D ; i++) x[i] *= k;
// }
// inline void operator *= ( const point &v ) { // element-wise product
// for(uint i = 0 ; i < D ; i++) x[i] *= v.x[i];
// }
// inline void operator /= ( const TYPE k ) {
// for(uint i = 0 ; i < D ; i++) x[i] /= k;
// }
// inline void operator /= ( const point &v ) { // element-wise division
// for(uint i = 0 ; i < D ; i++) x[i] /= v.x[i];
// }
// inline TYPE dot( const point &v ) const {
// TYPE s = 0.;
// for(uint i = 0 ; i < D ; i++) s += x[i] * v.x[i];
// return s;
// }
// inline point cross( const point &v ) const {
// assert(D==3);
// point n;
// n[0] = x[1] * v.x[2] - v.x[1] * x[2];
// n[1] = x[2] * v.x[0] - v.x[2] * x[0];
// n[2] = x[0] * v.x[1] - v.x[0] * x[1];
// return n;
// }
//
// inline const TYPE& operator [] ( uint i ) const { // C style
// assert(i<D);
// return x[i];
// }
// inline TYPE& operator [] ( uint i ) { // C style
// assert(i<D);
// return x[i];
// }
// inline const TYPE& operator () ( uint i ) const { // MATLAB style
// assert(i-1<D);
// return x[i-1];
// }
// inline TYPE& operator () ( uint i ) { // MATLAB style
// assert(i-1<D);
// return x[i-1];
// }
//
// inline TYPE normsq() const {
// return dot(*this);
// }
// inline TYPE norm() const {
// return std::sqrt( normsq() );
// }
//
// template<typename FUNCTOR>
// inline void apply( FUNCTOR func ) {
// for(uint i = 0 ; i < D ; i++) x[i] = func( x[i] );
// }
//
//// template<typename TYPE>
//// inline operator TYPE () {
//// return dynamic_cast<TYPE>(*x);
//// }
//
// friend inline point operator + ( point v1 , point v2 ) {
// v1 += v2;
// return v1;
// }
// friend inline point operator - ( point v1 , point v2 ) {
// v1 -= v2;
// return v1;
// }
// friend inline point operator - ( point v1 ) {
// point s(0) ;
// s -= v1;
// return s;
// }
// friend inline point operator * ( TYPE k, point v ) {
// v *= k;
// return v;
// }
// friend inline point operator * ( point v, TYPE k ) {
// v *= k;
// return v;
// }
// friend inline point operator * ( point v1, point v2 ) { // element-wise product
// v1 *= v2;
// return v1;
// }
// friend inline TYPE dot( point v1, point v2 ) { // dot product
// return v1.dot(v2);
// }
// friend inline point operator / ( point v, TYPE k ) {
// v *= 1/k;
// return v;
// }
// friend inline point operator / ( TYPE k, point v ) {
// point u(k);
// u /= v;
// return u;
// }
// friend inline point operator / ( point v1, point v2 ) {
// v1 /= v2;
// return v1;
// }
// friend inline point cross( point v1, point v2) {
// return v1.cross(v2);
// }
// friend inline point floor( point v ) {
// for(uint i = 0 ; i < D ; i++) v.x[i] = std::floor( v.x[i] );
// return v;
// }
// friend inline point abs( point v ) {
// for(uint i = 0 ; i < D ; i++) v.x[i] = std::abs( v.x[i] );
// return v;
// }
// friend inline point clamp( point v, point l, point r ) {
// for(uint i = 0 ; i < D ; i++) v.x[i] = clamp( v.x[i], l[i], r[i] );
// return v;
// }
// friend inline std::ostream& operator << ( std::ostream& out, point v ) {
// out<<'(';
// for(int i = 0 ; i < D ; i++) out<<v[i]<<(i!=D-1?",":"");
// out<<')';
// return out;
// }
//};
template<typename T, uint D>
ostream& operator<<( ostream& stream, const point<T,D>& p )
{
for( uint i=0; i<D; ++i ) stream << p[i];
return stream;
}
template<typename T, uint D>
istream& operator>>( istream& stream, point<T,D>& p )
{
for( uint i=0; i<D; ++i ) stream >> p[i];
return stream;
}
template<typename T1, typename T2, typename T3>
struct triple {
T1 i;
T2 j;
T3 k;
triple() {}
triple( T1 _i, T2 _j, T3 _k ) : i(_i), j(_j), k(_k) {}
triple( const triple &another ) : i(another.i), j(another.j), k(another.k) {}
inline triple& operator = ( const triple &another ) {
i = another.i;
j = another.j;
k = another.k;
return *this;
}
inline bool operator != ( const triple &another ) const {
return i != another.i || j != another.j || k != another.k;
}
inline bool operator == ( const triple &another ) const {
return !(operator ==(another) );
}
inline bool operator < ( const triple &another ) const {
return i < another.i || ( i == another.i && ( j < another.j || ( j == another.j && k < another.k ) ) );
}
};
}
#endif /* UTIL_H_ */