Hi Denis,
Line 1099 - I decided to check out Cordano's method and noticed a
discrepancy. The comment here says we are calculating the p and q for
this equation, but the values assigned to the p and q variables in lines
1102,1103 happen to be p/3 and q/2. That's fine because almost all of
the values needed in the remaining logic in Cordano's method actually
need those values instead of the original p and q so it makes sense to
calculate them up front. Unfortunately, this means that the names here
and the values assigned to them and the comment above them conflict. If
the variables could be named "p/3" and "q/2" then all would be clear,
but I don't know how to do that naming very easily. Perhaps the comment
could be simply reworded:
// substitute <blah blah blah>
// x^3 + Px + Q = 0
// Since we actually need P/3 and Q/2 for all of the
// calculations that follow, we will calculate
// p = P/3
// q = Q/2
// instead and use those values for simplicity of the code.
Line 1105 - single quotes in comments freaks out my version of gnuemacs.
I usually try to avoid them, except in pairs, but there isn't a better
way to word this comment. :-(
Lines 1157-1163 - the old code used to copy the eqn before it got
clobbered with roots. Here it is too late. You probably need to move
this code up near line 1135 before the 3 roots are stuffed into the res
array. (Did you test the eqn==res case?)
I noticed that the "Casus irreducibilis" case isn't in Cordano's method.
He only finds roots for the 1 and 2 root case and punts for 3 roots.
So, this is someone else's method. It would be nice to figure out who
or what and list a reference, even though the Graphics Gems and the old
code didn't. The closest reference I can find is unattributed on
Wikipedia, but you could include it in a comment for reference:
http://en.wikipedia.org/wiki/Cubic_function#Trigonometric_.28and_hyperbolic.29_method
Line 1133 - I don't understand why that term has -q in it. The above
link and the original code both computed essentially the arccos of this
formula without the negation of q. ??? Since acos(-v) == pi - acos(v)
this would seem to negate the result and bias it by pi/3. Negating it
won't affect the eventual cosine, but the bias by pi/3 will. Am I
missing something?
...jim
On 12/20/2010 9:36 AM, Denis Lila wrote:
Hi Jim.
Lines 1094-1096, they could also be NaN if any of the numerators were
also zero and these tests might fail (but only for the case of all of
them being zero I guess, otherwise one of the other divisions would
result in infinity). Are accidental infinities (caused by overflow
rather than d==0.0) really a problem for the code to handle?
I'm not sure if they're a problem, but I thought that case should have
been handled just for robustness. However, I've changed the test
to d==0 because testing for infinities should be done, but not there.
For example, if the constant term was huge and d==0.5 we could get
an infinity but that shouldn't really be handled as a quadratic
polynomial. I will deal better with these cases in a future webrev.
I just noticed that the code you are replacing actually used to refine
the roots so maybe you should do some of this magic.
I missed that in the original code. I changed it now.
Also, in the webrev you'll find five regression tests that I would like
to push to openjdk7. They test for various problems the rendering engine
used to have. They're all pretty simple and I would appreciate it if you
could take a quick look at them. They're in the same webrev as cc2d because
it was more convenient for me, but obviously when/if they're pushed they
will be a separate changeset.
One more thing: there is a regression test for the rendering engine
called TestNPE that I think is problematic because it doesn't
necessarily test the rendering engine. It just draws an antialiased
line, which could be handled in any number of ways, so it's not very
robust. In fact, after we're done with the parallelogram pipelines,
the code that used to throw the NPE won't even execute, making this
test useless. We should either discard it or change it to use the
rendering engine explicitly, like my tests do. What do you think?
Regards,
Denis.