本文整理汇总了TypeScript中neuroglancer/util/uint64.Uint64.random方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Uint64.random方法的具体用法?TypeScript Uint64.random怎么用?TypeScript Uint64.random使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类neuroglancer/util/uint64.Uint64
的用法示例。
在下文中一共展示了Uint64.random方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: fragmentShaderTest
fragmentShaderTest({isPresent: 'uint', outLow: 'uint', outHigh: 'uint'}, tester => {
let {gl, builder} = tester;
let shaderManager = new HashMapShaderManager('h');
shaderManager.defineShader(builder);
builder.addUniform('highp uvec2', 'inputValue');
builder.setFragmentMain(`
uint64_t key = unpackUint64leFromUint32(inputValue);
uint64_t value;
isPresent = uint(h_get(key, value));
outLow = value.value[0];
outHigh = value.value[1];
`);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashMapUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
let testValues = new Array<Uint64>();
while (testValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
testValues.push(x);
hashTable.set(x, Uint64.random());
}
let notPresentValues = new Array<Uint64>();
notPresentValues.push(new Uint64(hashTable.emptyLow, hashTable.emptyHigh));
while (notPresentValues.length < COUNT) {
let x = Uint64.random();
if (hashTable.has(x)) {
continue;
}
notPresentValues.push(x);
}
function checkPresent(x: Uint64) {
gl.uniform2ui(shader.uniform('inputValue'), x.low, x.high);
shaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
const {values} = tester;
let expectedValue = new Uint64();
let expectedHas = hashTable.get(x, expectedValue);
const has = values.isPresent === 1;
expect(has).toBe(expectedHas, `x=${x}`);
if (has) {
expect(values.outLow).toBe(expectedValue.low, `x=${x}, low`);
expect(values.outHigh).toBe(expectedValue.high, `x=${x}, high`);
}
}
testValues.forEach((x, i) => {
expect(hashTable.has(x)).toBe(true, `cpu: i = ${i}, x = ${x}`);
checkPresent(x);
});
notPresentValues.forEach(x => {
checkPresent(x);
});
});
示例2: it
it('HashSetUint64', () => {
let ht = new HashSetUint64();
let set = new Set<string>();
function compareViaIterate() {
let htValues = new Set<string>();
for (let v of ht) {
let s = v.toString();
expect(htValues.has(s)).toBe(false, `Duplicate key in hash table: ${s}`);
expect(set.has(s)).toBe(true, `Unexpected key ${s} in hash table`);
htValues.add(s);
}
for (let s of set) {
expect(htValues.has(s)).toBe(true, `Hash table is missing key ${s}`);
}
}
function compareViaHas() {
for (let s of set) {
let k = Uint64.parseString(s);
expect(ht.has(k)).toBe(true, `Hash table is missing key ${s}`);
}
}
function compare() {
compareViaIterate();
compareViaHas();
}
let numInsertions = 100;
function testInsert(k: Uint64) {
let s = '' + k;
set.add(s);
expect(ht.has(k)).toBe(false, `Unexpected positive has result for ${[k.low, k.high]}`);
ht.add(k);
compare();
}
let empty0 = new Uint64(ht.emptyLow, ht.emptyHigh);
testInsert(empty0);
for (let i = 0; i < numInsertions; ++i) {
let k: Uint64;
let s: string;
while (true) {
k = Uint64.random();
s = k.toString();
if (!set.has(s)) {
break;
}
}
testInsert(k);
}
let empty1 = new Uint64(ht.emptyLow, ht.emptyHigh);
testInsert(empty1);
});
示例3: fragmentShaderTest
fragmentShaderTest(3 * 2, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashSetShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
`;
{
let outputNumber = 0;
for (let alt = 0; alt < 3; ++alt) {
for (let i = 0; i < 2; ++i) {
builder.addOutputBuffer('vec4', `v4f_fragData${outputNumber}`, outputNumber);
s += `
v4f_fragData${outputNumber++} = packFloatIntoVec4(h_computeHash_${alt}_${i}(x));
`;
}
}
}
builder.setFragmentMain(s);
tester.build();
let {shader} = tester;
shader.bind();
let hashTable = new HashSetUint64();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
for (let i = 0; i < COUNT; ++i) {
let x = Uint64.random();
let temp = new Uint32Array(2);
temp[0] = x.low;
temp[1] = x.high;
let inputValue = encodeBytesToFloat32(temp);
gl.uniform4fv(shader.uniform('inputValue'), inputValue);
hashTableShaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
let outputNumber = 0;
for (let alt = 0; alt < 3; ++alt) {
let output0 = tester.readFloat(outputNumber++);
let output1 = tester.readFloat(outputNumber++);
let hashes = hashTable.hashFunctions[alt];
let {width, height} = hashTable;
let expected0 = ((hashes[0].compute(x.low, x.high) % width) + 0.25) / width;
let expected1 = ((hashes[1].compute(x.low, x.high) % height) + 0.5) / height;
expect(expected0).toBeCloseTo(output0, 1e-6, `x = ${[x.low, x.high]}, alt = ${alt}`);
expect(expected1).toBeCloseTo(output1, 1e-6);
}
}
});
示例4: fragmentShaderTest
fragmentShaderTest(3, tester => {
const shaderManager = new SegmentColorShaderManager('getColor');
let {gl, builder} = tester;
shaderManager.defineShader(builder);
builder.addUniform('highp vec4', 'inputValue', 2);
const colorHash = SegmentColorHash.getDefault();
builder.addOutputBuffer('vec4', 'v4f_fragData0', 0);
builder.addOutputBuffer('vec4', 'v4f_fragData1', 1);
builder.addOutputBuffer('vec4', 'v4f_fragData2', 2);
builder.setFragmentMain(`
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
highp vec3 color = getColor(x);
v4f_fragData0 = packFloatIntoVec4(color.x);
v4f_fragData1 = packFloatIntoVec4(color.y);
v4f_fragData2 = packFloatIntoVec4(color.z);
`);
tester.build();
let {shader} = tester;
shader.bind();
shaderManager.enable(gl, shader, colorHash);
function testValue(x: Uint64) {
let temp = new Uint32Array(2);
temp[0] = x.low;
temp[1] = x.high;
let inputValue = encodeBytesToFloat32(temp);
gl.uniform4fv(shader.uniform('inputValue'), inputValue);
tester.execute();
let actual = new Float32Array(3);
for (let i = 0; i < 3; ++i) {
actual[i] = tester.readFloat(i);
}
let expected = new Float32Array(3);
colorHash.compute(expected, x);
expect(actual).toEqual(expected, `x = ${x}`);
}
testValue(Uint64.parseString('0'));
testValue(Uint64.parseString('8'));
const COUNT = 100;
for (let iter = 0; iter < COUNT; ++iter) {
let x = Uint64.random();
testValue(x);
}
});
示例5: it
it('toString parseString round trip', () => {
function check(x: Uint64, base: number) {
let s = x.toString(base);
let y = Uint64.parseString(s, base);
expect(y.low).toBe(x.low);
expect(y.high).toBe(x.high);
}
const count = 100;
for (let base = 2; base <= 36; ++base) {
for (let i = 0; i < count; ++i) {
check(Uint64.random(), base);
}
}
});
示例6: fragmentShaderTest
fragmentShaderTest({outR: 'float', outG: 'float', outB: 'float'}, tester => {
const shaderManager = new SegmentColorShaderManager('getColor');
let {gl, builder} = tester;
shaderManager.defineShader(builder);
builder.addUniform('highp uvec2', 'inputValue');
const colorHash = SegmentColorHash.getDefault();
builder.addFragmentCode(glsl_unpackUint64leFromUint32);
builder.setFragmentMain(`
uint64_t x = unpackUint64leFromUint32(inputValue);
highp vec3 color = getColor(x);
outR = color.r;
outG = color.g;
outB = color.b;
`);
tester.build();
let {shader} = tester;
shader.bind();
shaderManager.enable(gl, shader, colorHash);
function testValue(x: Uint64) {
gl.uniform2ui(shader.uniform('inputValue'), x.low, x.high);
tester.execute();
let actual = new Float32Array(3);
for (let i = 0; i < 3; ++i) {
actual[i] = tester.readFloat(i);
}
let expected = new Float32Array(3);
colorHash.compute(expected, x);
const {values} = tester;
expect(values.outR).toBeCloseTo(expected[0]);
expect(values.outG).toBeCloseTo(expected[1]);
expect(values.outB).toBeCloseTo(expected[2]);
}
testValue(Uint64.parseString('0'));
testValue(Uint64.parseString('8'));
const COUNT = 100;
for (let iter = 0; iter < COUNT; ++iter) {
let x = Uint64.random();
testValue(x);
}
});
示例7: it
it('toString parseString round trip', () => {
function check(x: Uint64, base: number) {
let s = x.toString(base);
let y = Uint64.parseString(s, base);
expect(y.low).toBe(x.low, `s=${s}, x.low=${x.low}, x.high=${x.high}, y.low=${y.low}, y.high=${y.high}, base=${base}`);
expect(y.high).toBe(x.high, `s=${s}, x.low=${x.low}, x.high=${x.high}, y.low=${y.low}, y.high=${y.high}, base=${base}`);
}
const count = 100;
{
const u = new Uint64(264762631, 2836123747);
expect(u.toString(13)).toEqual('153c9125c642b111b8');
check(u, 13);
}
for (let base = 2; base <= 36; ++base) {
for (let i = 0; i < count; ++i) {
check(Uint64.random(), base);
}
}
});
示例8: fragmentShaderTest
fragmentShaderTest(6, tester => {
let {gl, builder} = tester;
let hashTableShaderManager = new HashTableShaderManager('h');
hashTableShaderManager.defineShader(builder);
builder.addUniform('vec4', 'inputValue', 2);
builder.addFragmentCode(glsl_exactDot);
{
let alt = 0, i = 0;
let bIndex = alt * 4 + 2 * i;
let aIndex = alt * 4 + 2 * i;
let {aName, bName, numAlternatives} = hashTableShaderManager;
let s = `
uint64_t x;
x.low = inputValue[0];
x.high = inputValue[1];
x.low *= 255.0;
x.high *= 255.0;
float modulus = ${bName}[${numAlternatives * 4 + i}];
float scalar = ${bName}[${numAlternatives * 4 + 3 + i}];
vec4 a0 = ${aName}[${aIndex}];
vec4 a1 = ${aName}[${aIndex + 1}];
float b = ${bName}[${bIndex}];
float c = ${bName}[${bIndex + 1}];
float dotResult0 = exactDot(a0, x.low) + exactDot(a1, x.high);
float dotResult = imod(dotResult0, modulus);
float dotResult2 = imod(dotResult * dotResult, modulus);
float y = imod(dotResult2 * c, modulus);
float modResult = imod(dotResult + y + b, modulus);
gl_FragData[4] = packFloatIntoVec4(dotResult0);
gl_FragData[0] = packFloatIntoVec4(dotResult);
gl_FragData[1] = packFloatIntoVec4(dotResult2);
gl_FragData[5] = packFloatIntoVec4(dotResult * dotResult);
gl_FragData[2] = packFloatIntoVec4(y);
gl_FragData[3] = packFloatIntoVec4(modResult);
`;
builder.setFragmentMain(s);
}
tester.build();
let {shader} = tester;
shader.bind();
for (let k = 0; k < 20; ++k) {
let hashTable = new HashTable();
let gpuHashTable = tester.registerDisposer(GPUHashTable.get(gl, hashTable));
for (let i = 0; i < COUNT; ++i) {
let x = Uint64.random();
let temp = new Uint32Array(2);
temp[0] = x.low;
temp[1] = x.high;
let inputValue = encodeBytesToFloat32(temp);
gl.uniform4fv(shader.uniform('inputValue'), inputValue);
hashTableShaderManager.enable(gl, shader, gpuHashTable);
tester.execute();
let alt = 0;
let i = 0;
let dotResult0 = tester.readFloat(4);
let dotResult = tester.readFloat(0);
let dotResult2 = tester.readFloat(1);
let dotResultSquared = tester.readFloat(5);
let y = tester.readFloat(2);
let modResult = tester.readFloat(3);
let modulus = PRIME_MODULUS;
let h = hashTable.hashFunctions[alt][i];
let expectedDotResult0 = h.computeDotProduct(x.low, x.high);
let expectedDotResult = expectedDotResult0 % modulus;
let expectedDotResultSquared = expectedDotResult * expectedDotResult;
let expectedDotResult2 = (expectedDotResult * expectedDotResult) % modulus;
let expectedY = (expectedDotResult2 * h.c) % modulus;
let expectedModResult = (dotResult + y + h.b + 0.25) % modulus;
expect(dotResult0).toEqual(expectedDotResult0);
expect(dotResult).toEqual(expectedDotResult);
expect(dotResultSquared).toEqual(expectedDotResultSquared);
expect((dotResult2 + modulus) % modulus)
.toEqual(expectedDotResult2, `dotResult=${dotResult}`);
expect((y + modulus) % modulus).toEqual(expectedY);
expect(modResult).toEqual(expectedModResult);
}
gpuHashTable.dispose();
}
});