?? type_gneighborfinder.html
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<html><head><title>Generated Documentation</title></head><body> <image src="headerimage.png"> <br><br><table><tr><td><big><big><big style="font-family: arial;"><b>GNeighborFinder</b></big></big></big><br><br></td><td> This finds the k-nearest neighbors of a point. It divides the data into halves until every hyper-rectangle contains at most a maximum number of points. It uses these hyper-rectangles to do efficient neighbor searches.</td></tr></table><br><br><big><big><i>Statics (public)</i></big></big><br><div style="margin-left: 40px;">void <big><b>Test</b></big>()<br></div><br><big><big><i>Constructors (public)</i></big></big><br><div style="margin-left: 40px;"><big><b>GNeighborFinder</b></big>(<a href="type_GArffRelation.html">GArffRelation</a>* pRelation, <a href="type_GArffData.html">GArffData</a>* pData, int nMaxPointsPerLeaf)<br><div style="margin-left: 80px;"><font color=brown> nMaxPointsPerLeaf tells how many vectors are contained by each hyper-rectangle before it is divided. Experimental results are still needed to determine how to select this value. If it's too small, the algorithm will waste time with empty hyper-rectangles. If it's too big, the algorithm will waste time examining unnecessary data points. Perhaps the number of neighbors might be a good value.</font></div><br></div><br><big><big><i>Destructors</i></big></big><br><div style="margin-left: 40px;"><big><b>~GNeighborFinder</b></big>()<br></div><br><big><big><i>Public</i></big></big><br><div style="margin-left: 40px;">void <big><b>FindNeighbors</b></big>(int* pOutNeighbors, double* pOutSquaredDistances, int nNeighbors, double* pVector, int nExclude)<br><div style="margin-left: 80px;"><font color=brown> pOutNeighbors and pOutSquaredDistances should both be arrays of size nNeighbors. When it returns, these arrays will hold the indexes into the data set of the nearest neighbors, and the squared distances respectively. nExclude is an index that you don't want to get in the results. For example, if you are passing in a vector from the data set, you may wish to exclude its index because you already know it's close to itself. If you don't wish to exclude any indexes, just set nExclude to -1. If there are not enough points in the data set to fill the neighbor array, the empty ones will be set to -1.</font></div><br></div><br><big><big><i>Protected</i></big></big><br><div style="margin-left: 40px;">GNeighborFinderLeaf* <big><b>FindCell</b></big>(double* pVector)<br>void <big><b>GetNeighborsFromCell</b></big>(GNeighborFinderLeaf* pCell, double* pVector, int* pOutNeighbors, double* pOutSquaredDistances, int nNeighbors, int* pnWorstNeighbor, int nExclude)<br>void <big><b>Split</b></big>(int nDimension, double dPivot)<br></div><br></body></html>
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