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<html>
<head>
<title>
BINS - Order, Sort and Search Data using Bins
</title>
</head>
<body bgcolor="#EEEEEE" link="#CC0000" alink="#FF3300" vlink="#000055">
<h1 align = "center">
BINS <br> Order, Sort and Search Data using Bins
</h1>
<hr>
<p>
<b>BINS</b>
is a FORTRAN90 library which
sorts data into order, or lumps
it into bins, or selects an item of particular rank, or finds
the unique elements in a list.
</p>
<h3 align = "center">
Licensing:
</h3>
<p>
The computer code and data files described and made available on this web page
are distributed under
<a href = "../../txt/gnu_lgpl.txt">the GNU LGPL license.</a>
</p>
<h3 align = "center">
Languages:
</h3>
<p>
<b>BINS</b> is available in
<a href = "../../cpp_src/bins/bins.html">a C++ version</a> and
<a href = "../../f77_src/bins/bins.html">a FORTRAN77 version</a> and
<a href = "../../f_src/bins/bins.html">a FORTRAN90 version</a>.
</p>
<h3 align = "center">
Related Data and Programs:
</h3>
<p>
<a href = "../../f_src/subpak/subpak.html">
SUBPAK</a>,
a FORTRAN90 library which
contains many routines for sorting and searching data.
</p>
<h3 align = "center">
Reference:
</h3>
<p>
<ol>
<li>
Jon Bentley, Bruce Weide, Andrew Yao,<br>
Optimal Expected Time Algorithms for Closest Point Problems,<br>
ACM Transactions on Mathematical Software,<br>
Volume 6, Number 4, December 1980, pages 563-580.
</li>
<li>
Thomas Cormen, Charles Leiserson, Ronald Rivest,<br>
Introduction to Algorithms,<br>
MIT Press, 2001,<br>
ISBN: 0262032937,<br>
LC: QA76.C662.
</li>
<li>
Barry Joe,<br>
GEOMPACK - a software package for the generation of meshes
using geometric algorithms,<br>
Advances in Engineering Software,<br>
Volume 13, pages 325-331, 1991.
</li>
<li>
Albert Nijenhuis, Herbert Wilf,<br>
Combinatorial Algorithms for Computers and Calculators,<br>
Second Edition,<br>
Academic Press, 1978,<br>
ISBN: 0-12-519260-6,<br>
LC: QA164.N54.
</li>
</ol>
</p>
<h3 align = "center">
Source Code:
</h3>
<p>
<ul>
<li>
<a href = "bins.f90">bins.f90</a>, the source code.
</li>
<li>
<a href = "bins.sh">bins.sh</a>,
commands to compile the source code.
</li>
</ul>
</p>
<h3 align = "center">
Examples and Tests:
</h3>
<p>
<ul>
<li>
<a href = "bins_prb.f90">bins_prb.f90</a>,
a sample calling program.
</li>
<li>
<a href = "bins_prb.sh">bins_prb.sh</a>,
commands to compile and run the sample program.
</li>
<li>
<a href = "bins_prb_output.txt">bins_prb_output.txt</a>,
the output file.
</li>
</ul>
</p>
<h3 align = "center">
List of Routines:
</h3>
<p>
<ul>
<li>
<b>BIN_SEARCH_ONE_2D</b> searches one cell in a 2D array of bins.
</li>
<li>
<b>BIN_TO_R8_EVEN</b> returns the limits for a given "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R8_EVEN2</b> returns the limits for a given "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R82_EVEN</b> returns the limits for a given R82 "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R82_EVEN2</b> returns the limits for a given R82 "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R82_EVEN3</b> returns the limits for a given R82 "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R83_EVEN2</b> returns the limits for a given R83 "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R83_EVEN3</b> returns the limits for a given R83 "bin" in [A,B].
</li>
<li>
<b>BIN_TO_R8VEC_EVEN3</b> returns the limits for a given R8VEC "bin" in [A,B].
</li>
<li>
<b>DIAEDG</b> chooses a diagonal edge.
</li>
<li>
<b>DTRIS2</b> constructs a Delaunay triangulation of 2D vertices.
</li>
<li>
<b>GET_SEED</b> returns a seed for the random number generator.
</li>
<li>
<b>I4_MODP</b> returns the nonnegative remainder of integer division.
</li>
<li>
<b>I4_SWAP</b> switches two integer values.
</li>
<li>
<b>I4_WRAP</b> forces an integer to lie between given limits by wrapping.
</li>
<li>
<b>I4MAT_PRINT</b> prints an integer matrix.
</li>
<li>
<b>I4MAT_PRINT_SOME</b> prints some of an integer matrix.
</li>
<li>
<b>I4MAT_TRANSPOSE_PRINT</b> prints an IMAT, transposed.
</li>
<li>
<b>I4MAT_TRANSPOSE_PRINT_SOME</b> prints some of the transpose of an integer matrix.
</li>
<li>
<b>I4VEC_HEAP_D</b> reorders an I4VEC into a descending heap.
</li>
<li>
<b>I4VEC_INDICATOR</b> sets an I4VEC to the indicator vector.
</li>
<li>
<b>I4VEC_PRINT</b> prints an I4VEC.
</li>
<li>
<b>I4VEC_SORT_HEAP_A</b> ascending sorts an I4VEC using heap sort.
</li>
<li>
<b>I4VEC_SORTED_UNIQUE</b> finds the number of unique elements in a sorted I4VEC.
</li>
<li>
<b>I4VEC2_COMPARE</b> compares pairs of integers stored in two vectors.
</li>
<li>
<b>I4VEC2_SORT_A</b> ascending sorts a vector of pairs of integers.
</li>
<li>
<b>I4VEC2_SORTED_UNIQUE</b> keeps the unique elements in a array of pairs of integers.
</li>
<li>
<b>INDEX_BOX2_NEXT_2D</b> produces indices on the surface of a box in 2D.
</li>
<li>
<b>INDEX_BOX2_NEXT_3D</b> produces indices on the surface of a box in 3D.
</li>
<li>
<b>LRLINE</b> determines where a point lies in relation to a directed line.
</li>
<li>
<b>PERM_INV</b> inverts a permutation "in place".
</li>
<li>
<b>POINTS_NEAREST_POINT_BINS_2D</b> finds the nearest point to a given point in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINT_BINS_2D_2</b> finds the nearest point to a given point in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINT_BINS_2D_3</b> finds the nearest point to a given point in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINT_DEL_2D:</b> nearest neighbor in a Delaunay triangulation.
</li>
<li>
<b>POINTS_NEAREST_POINT_NAIVE_2D</b> finds the nearest point to a given point in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINT_NAIVE_3D</b> finds the nearest point to a given point in 3D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_2D</b> finds the nearest point to given points in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_2D_2</b> finds the nearest point to given points in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_2D_3</b> finds the nearest point to given points in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_2D_4</b> finds the nearest point to given points in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_3D_2</b> finds the nearest point to given points in 3D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_BINS_3D_3</b> finds the nearest point to given points in 3D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_NAIVE_2D</b> finds the nearest point to given points in 2D.
</li>
<li>
<b>POINTS_NEAREST_POINTS_NAIVE_3D</b> finds the nearest point to given points in 3D.
</li>
<li>
<b>POINTS_NEAREST_POINT_NAIVE_ND</b> finds the nearest point to a given point in ND.
</li>
<li>
<b>R8_TO_BIN_EVEN</b> determines the appropriate "bin" for C in [A,B].
</li>
<li>
<b>R8_TO_BIN_EVEN2</b> determines the appropriate "bin" for C in [A,B].
</li>
<li>
<b>R8_TO_BIN_UNEVEN</b> places X in one of several unevenly spaced bins.
</li>
<li>
<b>R8_UNIFORM</b> returns a scaled pseudorandom R8.
</li>
<li>
<b>R8_UNIFORM_01</b> returns a unit pseudorandom R8.
</li>
<li>
<b>R82_TO_BIN_EVEN</b> determines the appropriate "bin" for an R82 value.
</li>
<li>
<b>R82_TO_BIN_EVEN2</b> determines the appropriate "bin" for an R82 value.
</li>
<li>
<b>R82_TO_BIN_EVEN3</b> determines the appropriate "bin" for an R82 value.
</li>
<li>
<b>R82_UNIFORM</b> returns a random R82 value in a given range.
</li>
<li>
<b>R82VEC_BIN_EVEN</b> bins an R82VEC into evenly spaced bins.
</li>
<li>
<b>R82VEC_BIN_EVEN2</b> bins an R82VEC into evenly spaced bins.
</li>
<li>
<b>R82VEC_BIN_EVEN3</b> bins an R82VEC into evenly spaced bins.
</li>
<li>
<b>R82VEC_BINNED_REORDER</b> reorders a binned R82 data vector.
</li>
<li>
<b>R82VEC_BINNED_REORDER2</b> reorders a binned R82VEC.
</li>
<li>
<b>R82VEC_BINNED_SORT_A</b> sorts each bin of a binned R82VEC.
</li>
<li>
<b>R82VEC_BINNED_SORT_A2</b> sorts each bin of a binned R82VEC.
</li>
<li>
<b>R82VEC_PART_QUICK_A</b> reorders an R82VEC as part of a quick sort.
</li>
<li>
<b>R82VEC_PERMUTE</b> permutes an R82VEC in place.
</li>
<li>
<b>R82VEC_PRINT</b> prints an R82VEC.
</li>
<li>
<b>R82VEC_SORT_HEAP_INDEX_A</b> does an indexed heap ascending sort of an R82VEC.
</li>
<li>
<b>R82VEC_SORT_QUICK_A</b> ascending sorts an R82VEC using quick sort.
</li>
<li>
<b>R82VEC_UNIFORM</b> returns a random R82VEC in a given range.
</li>
<li>
<b>R83_TO_BIN_EVEN2</b> determines the appropriate "bin" for an R83 value.
</li>
<li>
<b>R83_TO_BIN_EVEN3</b> determines the appropriate "bin" for an R83 value.
</li>
<li>
<b>R83VEC_BIN_EVEN2</b> bins an R83VEC into evenly spaced bins.
</li>
<li>
<b>R83VEC_BIN_EVEN3</b> bins an R83 array into evenly spaced bins.
</li>
<li>
<b>R83VEC_BINNED_REORDER</b> reorders a binned R83 data vector.
</li>
<li>
<b>R83VEC_BINNED_REORDER2</b> reorders a binned R83 data vector.
</li>
<li>
<b>R83VEC_BINNED_SORT_A</b> sorts each bin of a binned R83VEC.
</li>
<li>
<b>R83VEC_BINNED_SORT_A2</b> sorts each bin of an R83 binned data vector.
</li>
<li>
<b>R83VEC_PART_QUICK_A</b> reorders an R83VEC as part of a quick sort.
</li>
<li>
<b>R83VEC_PRINT</b> prints an R83VEC.
</li>
<li>
<b>R83VEC_SORT_QUICK_A</b> ascending sorts an R83VEC using quick sort.
</li>
<li>
<b>R83VEC_UNIFORM</b> returns a random R83VEC in a given range.
</li>
<li>
<b>R8MAT_PRINT</b> prints an R8MAT.
</li>
<li>
<b>R8MAT_PRINT_SOME</b> prints some of an R8MAT.
</li>
<li>
<b>R8MAT_TRANSPOSE_PRINT</b> prints an R8MAT, transposed.
</li>
<li>
<b>R8MAT_TRANSPOSE_PRINT_SOME</b> prints some of an R8MAT, transposed.
</li>
<li>
<b>R8VEC_BIN</b> bins an R8VEC, returning the population of each bin.
</li>
<li>
<b>R8VEC_BIN_EVEN</b> bins an R8VEC into evenly spaced bins.
</li>
<li>
<b>R8VEC_BINNED_REORDER</b> reorders a binned R8VEC.
</li>
<li>
<b>R8VEC_BINNED_SORT_A</b> ascending sorts a binned reordered R8VEC.
</li>
<li>
<b>R8VEC_BRACKET</b> searches a sorted array for successive brackets of a value.
</li>
<li>
<b>R8VEC_EQ</b> is true if every pair of entries in two vectors is equal.
</li>
<li>
<b>R8VEC_GT</b> == ( A1 > A2 ) for real vectors.
</li>
<li>
<b>R8VEC_LT</b> == ( A1 < A2 ) for real vectors.
</li>
<li>
<b>R8VEC_PART_QUICK_A</b> reorders an R8VEC as part of a quick sort.
</li>
<li>
<b>R8VEC_PRINT</b> prints an R8VEC.
</li>
<li>
<b>R8VEC_SORT_QUICK_A</b> ascending sorts an R8VEC using quick sort.
</li>
<li>
<b>R8VEC_SWAP</b> swaps the entries of two real vectors.
</li>
<li>
<b>R8VEC_TO_BIN_EVEN3</b> determines the appropriate "bin" for an R8VEC.
</li>
<li>
<b>R8VEC_UNIFORM</b> returns a random R8VEC in a given range.
</li>
<li>
<b>SORT_HEAP_EXTERNAL</b> externally sorts a list of items into ascending order.
</li>
<li>
<b>SWAPEC</b> swaps diagonal edges until all triangles are Delaunay.
</li>
<li>
<b>TIMESTAMP</b> prints the current YMDHMS date as a time stamp.
</li>
<li>
<b>TRIANGLE_AREA_2D</b> computes the area of a triangle in 2D.
</li>
<li>
<b>TRIANGLE_SAMPLE_2D</b> returns a random point in a triangle.
</li>
<li>
<b>TRIANGULATION_NABE_NODES</b> determines the neighbors of triangulation nodes.
</li>
<li>
<b>TRIANGULATION_PRINT</b> prints out information defining a Delaunay triangulation.
</li>
<li>
<b>TRIANGULATION_SAMPLE_2D</b> returns random points in a triangulation.
</li>
<li>
<b>TUPLE_NEXT2</b> computes the next element of an integer tuple space.
</li>
<li>
<b>VBEDG</b> determines which boundary edges are visible to a point.
</li>
</ul>
</p>
<p>
You can go up one level to <a href = "../f_src.html">
the FORTRAN90 source codes</a>.
</p>
<hr>
<i>
Last revised on 26 July 2008.
</i>
<!-- John Burkardt -->
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<!-- Initial HTML skeleton created by HTMLINDEX. -->
</html>