用C方阵反转 [英] Square Matrix Inversion in C
问题描述
我写了一个反转功能为n * n的方阵。
I wrote a inversion function for an n*n square matrix.
void inverseMatrix(int n, float **matrix)
{
float ratio,a;
int i, j, k;
for(i = 0; i < n; i++)
{
for(j = n; j < 2*n; j++)
{
if(i==(j-n))
matrix[i][j] = 1.0;
else
matrix[i][j] = 0.0;
}
}
for(i = 0; i < n; i++)
{
for(j = 0; j < n; j++)
{
if(i!=j)
{
ratio = matrix[j][i]/matrix[i][i];
for(k = 0; k < 2*n; k++)
{
matrix[j][k] -= ratio * matrix[i][k];
}
}
}
}
for(i = 0; i < n; i++)
{
a = matrix[i][i];
for(j = 0; j < 2*n; j++)
{
matrix[i][j] /= a;
}
}
//return matrix;
}
这正常工作在几乎所有情况下,但在某些情况下,像此处显示的失败:
This works fine in almost all cases but is failing in some cases like the ones shown here:
1 1 1 0 1 1 1 0
1 1 2 0 1 1 2 0
1 2 0 1 1 2 1 0
1 2 0 2 1 2 0 2
还有什么我俯瞰的情况?
What could be the case I am overlooking?
谢谢!
推荐答案
对角线elems必须先归零下三角elems(你的第二个嵌套循环)之前缩放到1秒。事实证明,对角线包含0 =>不存在逆或者我们得到一个行梯形式。随着对角线逆转迭代,我们可以减少它,并得到逆。
在code是很不理想。当你有FPU,双能比浮动此类数值计算一个更好的选择。
Diagonal elems have to be scaled to 1s first before zeroing lower triangle elems (your second nested loop). It turns out that diagonal contains 0 => no inverse exists OR we get a row echelon form. With a reversed iteration on diagonal we can reduce it and get the inverse. The code is far from optimal. When you have FPU, double could be a better choice than float for such numerical computations.
需要注意的是零子矩阵,排掉期等可以通过更优化的解决方案所取代。 Matrix是一个自定义类型和IsFloat0是一个自定义的功能,但应该明确的命名和背景。享受code:
Note that zeroing submatrices, row swaps etc. could be replaced by far more optimal solutions. Matrix is a custom type and IsFloat0 is a custom function but all should be clear of naming and context. Enjoy code:
const uint sz = 4;
Matrix< double > mx;
mx.Resize( 2 * sz, sz );
mx.Zero();
for( uint rdx = 0; rdx < mx.NumRow(); ++rdx )
{
mx( rdx, rdx + mx.NumRow() ) = 1.0; // eye
}
mx( 0, 0 ) = 1.0; mx( 0, 1 ) = 1.0; mx( 0, 2 ) = 1.0; mx( 0, 3 ) = 0.0;
mx( 1, 0 ) = 1.0; mx( 1, 1 ) = 1.0; mx( 1, 2 ) = 2.0; mx( 1, 3 ) = 0.0;
mx( 2, 0 ) = 1.0; mx( 2, 1 ) = 2.0; mx( 2, 2 ) = 0.0; mx( 2, 3 ) = 1.0;
mx( 3, 0 ) = 1.0; mx( 3, 1 ) = 2.0; mx( 3, 2 ) = 0.0; mx( 3, 3 ) = 2.0;
// pivot iteration
uint idx;
for( idx = 0; idx < sz; ++idx )
{
// search for non-0 pivot
uint sdx = sz;
for( uint rdx = idx; rdx < sz; ++rdx )
{
if( !Util::IsFloat0( mx( rdx, idx ) ) ) { sdx = rdx; rdx = sz - 1; }
}
if( sdx < sz )
{
// swap rows
if( idx != sdx )
{
for( uint cdx = 0; cdx < ( sz << 1 ); ++cdx )
{
double swp;
swp = mx( idx, cdx );
mx( idx, cdx ) = mx( sdx, cdx );
mx( sdx, cdx ) = swp;
}
}
// 1 pivot and 0 col
{
double sc = 1.0 / mx( idx, idx );
for( uint cdx = 0; cdx < ( sz << 1 ); ++cdx )
{
mx( idx, cdx ) *= sc; // 1
}
for( uint rdx = 1 + idx; rdx < sz; ++rdx )
{
double sd = mx( rdx, idx );
for( uint cdx = 0; cdx < ( sz << 1 ); ++cdx )
{
mx( rdx, cdx ) -= sd * mx( idx, cdx ); // 0
}
}
}
}
else { idx = sz; }
}
if( sz < idx ) { mx.Zero(); }
else
{
for( idx = 0; idx < sz; ++idx )
{
uint ydx = sz - 1 - idx;
for( uint rdx = 0; rdx < ydx; ++rdx )
{
double sc = mx( rdx, ydx );
for( uint cdx = 0; cdx < ( sz << 1 ); ++cdx )
{
mx( rdx, cdx ) -= sc * mx( ydx, cdx ); // 0
}
}
}
}
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