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/*
 * Licensed to the Apache Software Foundation (ASF) under one or more
 * contributor license agreements.  See the NOTICE file distributed with
 * this work for additional information regarding copyright ownership.
 * The ASF licenses this file to You under the Apache License, Version 2.0
 * (the "License"); you may not use this file except in compliance with
 * the License.  You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
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package org.apache.commons.math3.analysis.solvers;

import org.apache.commons.math3.exception.NoBracketingException;
import org.apache.commons.math3.exception.NumberIsTooLargeException;
import org.apache.commons.math3.exception.TooManyEvaluationsException;
import org.apache.commons.math3.util.FastMath;

/**
 * This class implements the 
 * Muller's Method for root finding of real univariate functions. For
 * reference, see Elementary Numerical Analysis, ISBN 0070124477,
 * chapter 3.
 * 

* Muller's method applies to both real and complex functions, but here we * restrict ourselves to real functions. * This class differs from {@link MullerSolver} in the way it avoids complex * operations.

* Muller's original method would have function evaluation at complex point. * Since our f(x) is real, we have to find ways to avoid that. Bracketing * condition is one way to go: by requiring bracketing in every iteration, * the newly computed approximation is guaranteed to be real.

*

* Normally Muller's method converges quadratically in the vicinity of a * zero, however it may be very slow in regions far away from zeros. For * example, f(x) = exp(x) - 1, min = -50, max = 100. In such case we use * bisection as a safety backup if it performs very poorly.

*

* The formulas here use divided differences directly.

* * @since 1.2 * @see MullerSolver2 */ public class MullerSolver extends AbstractUnivariateSolver { /** Default absolute accuracy. */ private static final double DEFAULT_ABSOLUTE_ACCURACY = 1e-6; /** * Construct a solver with default accuracy (1e-6). */ public MullerSolver() { this(DEFAULT_ABSOLUTE_ACCURACY); } /** * Construct a solver. * * @param absoluteAccuracy Absolute accuracy. */ public MullerSolver(double absoluteAccuracy) { super(absoluteAccuracy); } /** * Construct a solver. * * @param relativeAccuracy Relative accuracy. * @param absoluteAccuracy Absolute accuracy. */ public MullerSolver(double relativeAccuracy, double absoluteAccuracy) { super(relativeAccuracy, absoluteAccuracy); } /** * {@inheritDoc} */ @Override protected double doSolve() throws TooManyEvaluationsException, NumberIsTooLargeException, NoBracketingException { final double min = getMin(); final double max = getMax(); final double initial = getStartValue(); final double functionValueAccuracy = getFunctionValueAccuracy(); verifySequence(min, initial, max); // check for zeros before verifying bracketing final double fMin = computeObjectiveValue(min); if (FastMath.abs(fMin) < functionValueAccuracy) { return min; } final double fMax = computeObjectiveValue(max); if (FastMath.abs(fMax) < functionValueAccuracy) { return max; } final double fInitial = computeObjectiveValue(initial); if (FastMath.abs(fInitial) < functionValueAccuracy) { return initial; } verifyBracketing(min, max); if (isBracketing(min, initial)) { return solve(min, initial, fMin, fInitial); } else { return solve(initial, max, fInitial, fMax); } } /** * Find a real root in the given interval. * * @param min Lower bound for the interval. * @param max Upper bound for the interval. * @param fMin function value at the lower bound. * @param fMax function value at the upper bound. * @return the point at which the function value is zero. * @throws TooManyEvaluationsException if the allowed number of calls to * the function to be solved has been exhausted. */ private double solve(double min, double max, double fMin, double fMax) throws TooManyEvaluationsException { final double relativeAccuracy = getRelativeAccuracy(); final double absoluteAccuracy = getAbsoluteAccuracy(); final double functionValueAccuracy = getFunctionValueAccuracy(); // [x0, x2] is the bracketing interval in each iteration // x1 is the last approximation and an interpolation point in (x0, x2) // x is the new root approximation and new x1 for next round // d01, d12, d012 are divided differences double x0 = min; double y0 = fMin; double x2 = max; double y2 = fMax; double x1 = 0.5 * (x0 + x2); double y1 = computeObjectiveValue(x1); double oldx = Double.POSITIVE_INFINITY; while (true) { // Muller's method employs quadratic interpolation through // x0, x1, x2 and x is the zero of the interpolating parabola. // Due to bracketing condition, this parabola must have two // real roots and we choose one in [x0, x2] to be x. final double d01 = (y1 - y0) / (x1 - x0); final double d12 = (y2 - y1) / (x2 - x1); final double d012 = (d12 - d01) / (x2 - x0); final double c1 = d01 + (x1 - x0) * d012; final double delta = c1 * c1 - 4 * y1 * d012; final double xplus = x1 + (-2.0 * y1) / (c1 + FastMath.sqrt(delta)); final double xminus = x1 + (-2.0 * y1) / (c1 - FastMath.sqrt(delta)); // xplus and xminus are two roots of parabola and at least // one of them should lie in (x0, x2) final double x = isSequence(x0, xplus, x2) ? xplus : xminus; final double y = computeObjectiveValue(x); // check for convergence final double tolerance = FastMath.max(relativeAccuracy * FastMath.abs(x), absoluteAccuracy); if (FastMath.abs(x - oldx) <= tolerance || FastMath.abs(y) <= functionValueAccuracy) { return x; } // Bisect if convergence is too slow. Bisection would waste // our calculation of x, hopefully it won't happen often. // the real number equality test x == x1 is intentional and // completes the proximity tests above it boolean bisect = (x < x1 && (x1 - x0) > 0.95 * (x2 - x0)) || (x > x1 && (x2 - x1) > 0.95 * (x2 - x0)) || (x == x1); // prepare the new bracketing interval for next iteration if (!bisect) { x0 = x < x1 ? x0 : x1; y0 = x < x1 ? y0 : y1; x2 = x > x1 ? x2 : x1; y2 = x > x1 ? y2 : y1; x1 = x; y1 = y; oldx = x; } else { double xm = 0.5 * (x0 + x2); double ym = computeObjectiveValue(xm); if (FastMath.signum(y0) + FastMath.signum(ym) == 0.0) { x2 = xm; y2 = ym; } else { x0 = xm; y0 = ym; } x1 = 0.5 * (x0 + x2); y1 = computeObjectiveValue(x1); oldx = Double.POSITIVE_INFINITY; } } } }




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