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nerdamer

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javascript light-weight symbolic math expression evaluator

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[![Build Status](https://travis-ci.org/jiggzson/nerdamer.svg?branch=master)](https://travis-ci.org/jiggzson/nerdamer) 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` 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, 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', '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: nerdamer.setFunction( function_name, parameter_array, function_body ) For Example: ```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 ``` 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 ``` 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) ```