Use 2D normal distribution for gesture.
Bug: 13799846 Bug: 10701902 Bug: 9505397 Change-Id: I6c3f84f035f2310f2f7dfec4432ebdb6e50d5df0main
parent
e3d57ae792
commit
26c806620c
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@ -101,4 +101,5 @@ LATIN_IME_CORE_SRC_FILES := \
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LATIN_IME_CORE_TEST_FILES := \
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defines_test.cpp \
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suggest/core/layout/normal_distribution_2d_test.cpp \
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utils/autocorrection_threshold_utils_test.cpp
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@ -0,0 +1,59 @@
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/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef LATINIME_NORMAL_DISTRIBUTION_2D_H
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#define LATINIME_NORMAL_DISTRIBUTION_2D_H
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#include <cmath>
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#include "defines.h"
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#include "suggest/core/layout/geometry_utils.h"
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#include "suggest/core/layout/normal_distribution.h"
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namespace latinime {
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// Normal distribution on a 2D plane. The covariance is always zero, but the distribution can be
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// rotated.
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class NormalDistribution2D {
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public:
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NormalDistribution2D(const float uX, const float sigmaX, const float uY, const float sigmaY,
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const float theta)
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: mXDistribution(0.0f, sigmaX), mYDistribution(0.0f, sigmaY), mUX(uX), mUY(uY),
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mSinTheta(sinf(theta)), mCosTheta(cosf(theta)) {}
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float getProbabilityDensity(const float x, const float y) const {
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// Shift
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const float shiftedX = x - mUX;
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const float shiftedY = y - mUY;
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// Rotate
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const float rotatedShiftedX = mCosTheta * shiftedX + mSinTheta * shiftedY;
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const float rotatedShiftedY = -mSinTheta * shiftedX + mCosTheta * shiftedY;
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return mXDistribution.getProbabilityDensity(rotatedShiftedX)
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* mYDistribution.getProbabilityDensity(rotatedShiftedY);
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}
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private:
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DISALLOW_IMPLICIT_CONSTRUCTORS(NormalDistribution2D);
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const NormalDistribution mXDistribution;
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const NormalDistribution mYDistribution;
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const float mUX;
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const float mUY;
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const float mSinTheta;
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const float mCosTheta;
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};
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} // namespace latinime
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#endif // LATINIME_NORMAL_DISTRIBUTION_2D_H
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@ -76,8 +76,12 @@ const float ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDARD_DEVIATION = 0
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const float ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DEVIATION = 0.5f;
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const float ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDARD_DEVIATION = 0.15f;
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const float ProximityInfoParams::MIN_STANDARD_DEVIATION = 0.37f;
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const float ProximityInfoParams::PREV_DISTANCE_WEIGHT = 0.5f;
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const float ProximityInfoParams::NEXT_DISTANCE_WEIGHT = 0.6f;
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const float ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT_FOR_FIRST = 1.25f;
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const float ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT_FOR_FIRST = 0.85f;
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const float ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT_FOR_LAST = 1.4f;
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const float ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT_FOR_LAST = 0.95f;
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const float ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT = 1.1f;
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const float ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT = 0.95f;
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// Used by ProximityInfoStateUtils::suppressCharProbabilities()
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const float ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT = 1.5f;
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@ -78,8 +78,13 @@ class ProximityInfoParams {
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static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DEVIATION;
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static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDARD_DEVIATION;
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static const float MIN_STANDARD_DEVIATION;
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static const float PREV_DISTANCE_WEIGHT;
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static const float NEXT_DISTANCE_WEIGHT;
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// X means gesture's direction. Y means gesture's orthogonal direction.
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static const float STANDARD_DEVIATION_X_WEIGHT_FOR_FIRST;
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static const float STANDARD_DEVIATION_Y_WEIGHT_FOR_FIRST;
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static const float STANDARD_DEVIATION_X_WEIGHT_FOR_LAST;
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static const float STANDARD_DEVIATION_Y_WEIGHT_FOR_LAST;
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static const float STANDARD_DEVIATION_X_WEIGHT;
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static const float STANDARD_DEVIATION_Y_WEIGHT;
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// Used by ProximityInfoStateUtils::suppressCharProbabilities()
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static const float SUPPRESSION_LENGTH_WEIGHT;
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@ -134,7 +134,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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mProximityInfo->getKeyCount(), lastSavedInputSize, mSampledInputSize,
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&mSampledInputXs, &mSampledInputYs, &mSpeedRates, &mSampledLengthCache,
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&mSampledNormalizedSquaredLengthCache, &mSampledNearKeySets,
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&mCharProbabilities);
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mProximityInfo, &mCharProbabilities);
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ProximityInfoStateUtils::updateSampledSearchKeySets(mProximityInfo,
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mSampledInputSize, lastSavedInputSize, &mSampledLengthCache,
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&mSampledNearKeySets, &mSampledSearchKeySets,
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@ -24,7 +24,7 @@
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#include "defines.h"
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#include "suggest/core/layout/geometry_utils.h"
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#include "suggest/core/layout/normal_distribution.h"
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#include "suggest/core/layout/normal_distribution_2d.h"
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#include "suggest/core/layout/proximity_info.h"
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#include "suggest/core/layout/proximity_info_params.h"
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@ -627,6 +627,7 @@ namespace latinime {
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const std::vector<int> *const sampledLengthCache,
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const std::vector<float> *const sampledNormalizedSquaredLengthCache,
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std::vector<NearKeycodesSet> *sampledNearKeySets,
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const ProximityInfo *const proximityInfo,
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std::vector<hash_map_compat<int, float> > *charProbabilities) {
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charProbabilities->resize(sampledInputSize);
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// Calculates probabilities of using a point as a correlated point with the character
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@ -709,89 +710,57 @@ namespace latinime {
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// (1.0f - skipProbability).
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const float inputCharProbability = 1.0f - skipProbability;
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const float speedxAngleRate = std::min(speedRate * currentAngle / M_PI_F
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const float speedMultipliedByAngleRate = std::min(speedRate * currentAngle / M_PI_F
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* ProximityInfoParams::SPEEDxANGLE_WEIGHT_FOR_STANDARD_DEVIATION,
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ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDARD_DEVIATION);
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const float speedxNearestKeyDistanceRate = std::min(speedRate * nearestKeyDistance
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* ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DEVIATION,
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ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDARD_DEVIATION);
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const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate
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+ ProximityInfoParams::MIN_STANDARD_DEVIATION;
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NormalDistribution distribution(
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ProximityInfoParams::CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
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const float speedMultipliedByNearestKeyDistanceRate = std::min(
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speedRate * nearestKeyDistance
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* ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DEVIATION,
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ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDARD_DEVIATION);
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const float sigma = (speedMultipliedByAngleRate + speedMultipliedByNearestKeyDistanceRate
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+ ProximityInfoParams::MIN_STANDARD_DEVIATION) * mostCommonKeyWidth;
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float theta = 0.0f;
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// TODO: Use different metrics to compute sigmas.
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float sigmaX = sigma;
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float sigmaY = sigma;
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if (i == 0 && i != sampledInputSize - 1) {
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// First point
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theta = getDirection(sampledInputXs, sampledInputYs, i + 1, i);
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sigmaX *= ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT_FOR_FIRST;
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sigmaY *= ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT_FOR_FIRST;
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} else {
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if (i == sampledInputSize - 1) {
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// Last point
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sigmaX *= ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT_FOR_LAST;
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sigmaY *= ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT_FOR_LAST;
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} else {
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sigmaX *= ProximityInfoParams::STANDARD_DEVIATION_X_WEIGHT;
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sigmaY *= ProximityInfoParams::STANDARD_DEVIATION_Y_WEIGHT;
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}
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theta = getDirection(sampledInputXs, sampledInputYs, i, i - 1);
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}
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NormalDistribution2D distribution((*sampledInputXs)[i], sigmaX, (*sampledInputYs)[i],
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sigmaY, theta);
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// Summing up probability densities of all near keys.
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float sumOfProbabilityDensities = 0.0f;
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for (int j = 0; j < keyCount; ++j) {
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if ((*sampledNearKeySets)[i].test(j)) {
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float distance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount, i, j));
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if (i == 0 && i != sampledInputSize - 1) {
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// For the first point, weighted average of distances from first point and the
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// next point to the key is used as a point to key distance.
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const float nextDistance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount,
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i + 1, j));
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if (nextDistance < distance) {
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// The distance of the first point tends to bigger than continuing
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// points because the first touch by the user can be sloppy.
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// So we promote the first point if the distance of that point is larger
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// than the distance of the next point.
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distance = (distance
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+ nextDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
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/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
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}
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} else if (i != 0 && i == sampledInputSize - 1) {
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// For the first point, weighted average of distances from last point and
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// the previous point to the key is used as a point to key distance.
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const float previousDistance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount,
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i - 1, j));
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if (previousDistance < distance) {
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// The distance of the last point tends to bigger than continuing points
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// because the last touch by the user can be sloppy. So we promote the
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// last point if the distance of that point is larger than the distance of
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// the previous point.
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distance = (distance
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+ previousDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
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/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
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}
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}
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// TODO: Promote the first point when the extended line from the next input is near
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// from a key. Also, promote the last point as well.
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sumOfProbabilityDensities += distribution.getProbabilityDensity(distance);
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sumOfProbabilityDensities += distribution.getProbabilityDensity(
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proximityInfo->getKeyCenterXOfKeyIdG(j,
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NOT_A_COORDINATE /* referencePointX */, true /* isGeometric */),
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proximityInfo->getKeyCenterYOfKeyIdG(j,
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NOT_A_COORDINATE /* referencePointY */, true /* isGeometric */));
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}
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}
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// Split the probability of an input point to keys that are close to the input point.
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for (int j = 0; j < keyCount; ++j) {
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if ((*sampledNearKeySets)[i].test(j)) {
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float distance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount, i, j));
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if (i == 0 && i != sampledInputSize - 1) {
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// For the first point, weighted average of distances from the first point and
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// the next point to the key is used as a point to key distance.
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const float prevDistance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount,
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i + 1, j));
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if (prevDistance < distance) {
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distance = (distance
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+ prevDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
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/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
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}
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} else if (i != 0 && i == sampledInputSize - 1) {
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// For the first point, weighted average of distances from last point and
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// the previous point to the key is used as a point to key distance.
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const float prevDistance = sqrtf(getPointToKeyByIdLength(
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maxPointToKeyLength, sampledNormalizedSquaredLengthCache, keyCount,
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i - 1, j));
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if (prevDistance < distance) {
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distance = (distance
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+ prevDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
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/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
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}
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}
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const float probabilityDensity = distribution.getProbabilityDensity(distance);
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const float probabilityDensity = distribution.getProbabilityDensity(
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proximityInfo->getKeyCenterXOfKeyIdG(j,
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NOT_A_COORDINATE /* referencePointX */, true /* isGeometric */),
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proximityInfo->getKeyCenterYOfKeyIdG(j,
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NOT_A_COORDINATE /* referencePointY */, true /* isGeometric */));
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const float probability = inputCharProbability * probabilityDensity
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/ sumOfProbabilityDensities;
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(*charProbabilities)[i][j] = probability;
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@ -72,6 +72,7 @@ class ProximityInfoStateUtils {
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const std::vector<int> *const sampledLengthCache,
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const std::vector<float> *const sampledNormalizedSquaredLengthCache,
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std::vector<NearKeycodesSet> *sampledNearKeySets,
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const ProximityInfo *const proximityInfo,
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std::vector<hash_map_compat<int, float> > *charProbabilities);
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static void updateSampledSearchKeySets(const ProximityInfo *const proximityInfo,
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const int sampledInputSize, const int lastSavedInputSize,
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@ -0,0 +1,68 @@
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/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "suggest/core/layout/normal_distribution_2d.h"
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#include <gtest/gtest.h>
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#include <vector>
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namespace latinime {
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namespace {
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static const float ORIGIN_X = 0.0f;
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static const float ORIGIN_Y = 0.0f;
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static const float LARGE_STANDARD_DEVIATION = 100.0f;
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static const float SMALL_STANDARD_DEVIATION = 10.0f;
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static const float ZERO_RADIAN = 0.0f;
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TEST(NormalDistribution2DTest, ProbabilityDensity) {
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const NormalDistribution2D distribution(ORIGIN_X, LARGE_STANDARD_DEVIATION, ORIGIN_Y,
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SMALL_STANDARD_DEVIATION, ZERO_RADIAN);
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static const float SMALL_COORDINATE = 10.0f;
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static const float LARGE_COORDINATE = 20.0f;
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// The probability density of the point near the distribution center is larger than the
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// probability density of the point that is far from distribution center.
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EXPECT_GE(distribution.getProbabilityDensity(SMALL_COORDINATE, SMALL_COORDINATE),
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distribution.getProbabilityDensity(LARGE_COORDINATE, LARGE_COORDINATE));
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// The probability density of the point shifted toward the direction that has larger standard
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// deviation is larger than the probability density of the point shifted towards another
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// direction.
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EXPECT_GE(distribution.getProbabilityDensity(LARGE_COORDINATE, SMALL_COORDINATE),
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distribution.getProbabilityDensity(SMALL_COORDINATE, LARGE_COORDINATE));
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}
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TEST(NormalDistribution2DTest, Rotate) {
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static const float COORDINATES[] = {0.0f, 10.0f, 100.0f, -20.0f};
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static const float EPSILON = 0.01f;
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const NormalDistribution2D distribution(ORIGIN_X, LARGE_STANDARD_DEVIATION, ORIGIN_Y,
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SMALL_STANDARD_DEVIATION, ZERO_RADIAN);
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const NormalDistribution2D rotatedDistribution(ORIGIN_X, LARGE_STANDARD_DEVIATION, ORIGIN_Y,
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SMALL_STANDARD_DEVIATION, M_PI_4);
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for (const float x : COORDINATES) {
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for (const float y : COORDINATES) {
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// The probability density of the rotated distribution at the point and the probability
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// density of the original distribution at the rotated point are the same.
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const float probabilityDensity0 = distribution.getProbabilityDensity(x, y);
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const float probabilityDensity1 = rotatedDistribution.getProbabilityDensity(-y, x);
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EXPECT_NEAR(probabilityDensity0, probabilityDensity1, EPSILON);
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}
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}
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}
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} // namespace
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} // namespace latinime
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