nerdamer-prime
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javascript light-weight symbolic math library
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# Nerdamer-prime
This is a continuation of Martin Donk's (jiggzson) [Nerdamer project](https://nerdamer.com/). We forked this a while ago,
but are up to speed with everything Martin did before he archived the original repo.
The license is unchanged, everything is free under MIT terms.
The npm js installation point has moved: `npm i nerdamer-prime`.
NOTICE: Starting with version 1.2.0, vector and matrix semantics are changing to be more useful for linear algebra. If this causes you problems, please stick with 1.1.26 and let us know so we can see how we could make compatible changes.
Our intentions:
To keep Nerdamer in good repair, and make improvements where we need them and where we can. Mostly bug fixes. If you investigate
some of the bugs in the old repo, you will see that people ask for "things it should be able to do", mostly to do with simplifications.
This kind of stuff is difficult, and it is more difficult in someone else's codebase. Nerdamer wasn't meant to be a complete symbolic
algebra system. Its wealth of features can fool you, though. Its features and the fact that it works fast, in the browser and NodeJS,
makes it still worthwhile. But please understand that it will not achieve a whole lot more than it can do right now. Consider using
e.g. SymPy in a WASM webworker if you need more. See here for a demo: [SymPy live](https://live.sympy.org/)
We have made some improvements - simplification of logs and squareroots, and bug fixes related to those areas and factoring. Unit tests
are fixed except for a couple of known flaws. There will be further work in this area. We will also work on vectors, which are not
useful for our product [together.math](https://www.together.science/) today. Those will be breaking changes
(_THESE ARE NOW IN PROGRESS_ for versions >= 1.2.0, you are welcome to fork an earlier version).
If you have a clear bug, file an issue with the code to repro. If you want a new feature - and that includes many things that you will
think of as "obvious flaws" - file the issue, but we probably won't do it. But someone else can! We will absolutely consider compatible
PRs, but best to [talk to us](mailto:info@together.science) before you start.
Below follows the original README.
# 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
```html
<!-- 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>
```
Or import everything
```html
<script src="all.min.js"></script>
<!-- assuming you've saved the file in the root -->
```
If you're using node.js install it using `npm i nerdamer-prime` (GM: originally `npm i nerdamer`)and then
```javascript
// const cannot be used since nerdamer gets modified when other modules are loaded
var nerdamer = require('nerdamer');
// Load additional modules. These are not required.
require('nerdamer/Algebra');
require('nerdamer/Calculus');
require('nerdamer/Solve');
require('nerdamer/Extra');
```
Or do a single import to import everything
```javascript
const nerdamer = require('nerdamer/all.min');
```
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.
```javascript
var e = nerdamer('x^2+2*(cos(x)+x*x)');
console.log(e.text());
//result:
//2*cos(x)+3*x^2
```
It is also possible to use `nerdamer` functions directly within the need for string manipulation of the input. The input will be parsed and the output will of type `Expression`. For example:
```javascript
var ans = nerdamer.expand('(x-1)^5');
console.log(ans.text());
// -1-10*x^2-5*x^4+10*x^3+5*x+x^5
var sol = nerdamer.solve('x^2-4', 'x');
console.log(sol.text());
// [2,-2]
```
You can also pass in an object with known values as the second parameter.
```javascript
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.
```javascript
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'.
```javascript
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
```javascript
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
```javascript
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.
```javascript
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().
```javascript
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;
```javascript
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
```javascript
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.
```javascript
var result = nerdamer('cos(x)', { x: 6 }, 'numer');
console.log(result.text());
//0.960170286650366
```
or alternatively
```javascript
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.
```javascript
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
```javascript
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 ...
```javascript
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.
```javascript
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.
```javascript
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.
```javascript
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, log10, log2, log1p, 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', 'log10', 'log2', 'log1p', '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
```javascript
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:
Mode 1a:
nerdamer.setFunction( functionDefinition )
```javascript
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
```
Mode 1b:
nerdamer.setFunction( functionName, functionParameters , functionBody )
```javascript
//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
```
Mode 2:
Custom functions alternatively be set in following manner.
```javascript
nerdamer('hyp(a, b) = sqrt(a^2 + b^2) ');
var result = nerdamer('hyp(3, 4)').evaluate().text();
console.log(result);
//result: 5
```
Mode 3:
Custom JavaScript functions can also be set. For example
```javascript
function hyp(a, b) {
return Math.sqrt(a * a + b * b);
}
nerdamer.setFunction(hyp);
var result = nerdamer('hyp(3, 4)').evaluate().text();
console.log(result);
//result: 5
```
Also
```javascript
function hyp(a, b) {
return Math.sqrt(a * a + b * b);
}
nerdamer(hyp);
var result = nerdamer('hyp(3, 4)').evaluate().text();
console.log(result);
//result: 5
```
If you need to add a constant use the setConstant method
```javascript
nerdamer.setConstant('g', 9.81);
var weight = nerdamer('100*g').text();
console.log(weight);
//result:
//981
```
To delete just set it to delete
```javascript
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.
```javascript
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:
```javascript
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'.
```javascript
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
```javascript
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.
```javascript
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
```javascript
var e = nerdamer.solveEquations('x^2+4-y', 'y');
console.log(e[0].text());
//4+x^2
```
You can also solve multivariate equations
```javascript
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.
```javascript
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
```javascript
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
```javascript
//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)
```