Cleanup in ProximityInfoStateUtils
Change-Id: I416c0f0a5da6ce69c4ca1e848168e47b83d6597amain
parent
40be4c3bdb
commit
28c008421c
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@ -14,6 +14,7 @@
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* limitations under the License.
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*/
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#include "defines.h"
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#include "proximity_info_params.h"
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namespace latinime {
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@ -26,10 +27,17 @@ const int ProximityInfoParams::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR =
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1 << NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2;
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const float ProximityInfoParams::NOT_A_DISTANCE_FLOAT = -1.0f;
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// Per method constants
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/* Per method constants */
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// Used by ProximityInfoStateUtils::initGeometricDistanceInfos()
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const float ProximityInfoParams::NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD = 4.0f;
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// Used by ProximityInfoStateUtils::updateNearKeysDistances()
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const float ProximityInfoParams::NEAR_KEY_THRESHOLD_FOR_DISTANCE = 2.0f;
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// Used by ProximityInfoStateUtils::isPrevLocalMin()
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const float ProximityInfoParams::MARGIN_FOR_PREV_LOCAL_MIN = 0.01f;
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// Used by ProximityInfoStateUtils::getPointScore()
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const int ProximityInfoParams::DISTANCE_BASE_SCALE = 100;
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const float ProximityInfoParams::NEAR_KEY_THRESHOLD_FOR_POINT_SCORE = 0.6f;
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const int ProximityInfoParams::CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25;
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@ -39,6 +47,52 @@ const float ProximityInfoParams::CORNER_ANGLE_THRESHOLD_FOR_POINT_SCORE = M_PI_F
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const float ProximityInfoParams::CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f;
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const float ProximityInfoParams::CORNER_SCORE = 1.0f;
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// Used by ProximityInfoStateUtils::refreshSpeedRates()
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const int ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION = 2;
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// Used by ProximityInfoStateUtils::pushTouchPoint()
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const int ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE = 4;
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// Used by ProximityInfoStateUtils::updateAlignPointProbabilities()
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const float ProximityInfoParams::MIN_PROBABILITY = 0.000001f;
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const float ProximityInfoParams::MAX_SKIP_PROBABILITY = 0.95f;
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const float ProximityInfoParams::SKIP_FIRST_POINT_PROBABILITY = 0.01f;
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const float ProximityInfoParams::SKIP_LAST_POINT_PROBABILITY = 0.1f;
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const float ProximityInfoParams::MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f;
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const float ProximityInfoParams::SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f;
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const float ProximityInfoParams::SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f;
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const float ProximityInfoParams::NEAREST_DISTANCE_WEIGHT = 0.5f;
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const float ProximityInfoParams::NEAREST_DISTANCE_BIAS = 0.5f;
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const float ProximityInfoParams::NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f;
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const float ProximityInfoParams::NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f;
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const float ProximityInfoParams::ANGLE_WEIGHT = 0.90f;
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const float ProximityInfoParams::DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f;
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const float ProximityInfoParams::SKIP_DEEP_CORNER_PROBABILITY = 0.1f;
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const float ProximityInfoParams::CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f;
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const float ProximityInfoParams::STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
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const float ProximityInfoParams::SKIP_CORNER_PROBABILITY = 0.4f;
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const float ProximityInfoParams::SPEED_MARGIN = 0.1f;
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const float ProximityInfoParams::CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
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// TODO: The variance is critical for accuracy; thus, adjusting these parameter by machine
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// learning or something would be efficient.
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const float ProximityInfoParams::SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION = 0.3f;
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const float ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION = 0.25f;
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const float ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION = 0.5f;
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const float ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION = 0.15f;
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const float ProximityInfoParams::MIN_STANDERD_DIVIATION = 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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// Used by ProximityInfoStateUtils::suppressCharProbabilities()
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const float ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT = 1.5f;
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const float ProximityInfoParams::MIN_SUPPRESSION_RATE = 0.1f;
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const float ProximityInfoParams::SUPPRESSION_WEIGHT = 0.5f;
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const float ProximityInfoParams::SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN = 0.1f;
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const float ProximityInfoParams::SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN = 0.3f;
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// Used by ProximityInfoStateUtils::getMostProbableString()
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const float ProximityInfoParams::DEMOTION_LOG_PROBABILITY = 0.3f;
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// TODO: Investigate if this is required
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const float ProximityInfoParams::SEARCH_KEY_RADIUS_RATIO = 0.95f;
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} // namespace latinime
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@ -50,6 +50,50 @@ class ProximityInfoParams {
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static const float CORNER_SUM_ANGLE_THRESHOLD;
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static const float CORNER_SCORE;
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// Used by ProximityInfoStateUtils::refreshSpeedRates()
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static const int NUM_POINTS_FOR_SPEED_CALCULATION;
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// Used by ProximityInfoStateUtils::pushTouchPoint()
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static const int LAST_POINT_SKIP_DISTANCE_SCALE;
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// Used by ProximityInfoStateUtils::updateAlignPointProbabilities()
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static const float MIN_PROBABILITY;
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static const float MAX_SKIP_PROBABILITY;
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static const float SKIP_FIRST_POINT_PROBABILITY;
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static const float SKIP_LAST_POINT_PROBABILITY;
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static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY;
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static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY;
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static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY;
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static const float NEAREST_DISTANCE_WEIGHT;
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static const float NEAREST_DISTANCE_BIAS;
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static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST;
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static const float NEAREST_DISTANCE_BIAS_FOR_LAST;
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static const float ANGLE_WEIGHT;
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static const float DEEP_CORNER_ANGLE_THRESHOLD;
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static const float SKIP_DEEP_CORNER_PROBABILITY;
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static const float CORNER_ANGLE_THRESHOLD;
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static const float STRAIGHT_ANGLE_THRESHOLD;
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static const float SKIP_CORNER_PROBABILITY;
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static const float SPEED_MARGIN;
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static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION;
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static const float SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION;
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static const float MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION;
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static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION;
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static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION;
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static const float MIN_STANDERD_DIVIATION;
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static const float PREV_DISTANCE_WEIGHT;
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static const float NEXT_DISTANCE_WEIGHT;
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// Used by ProximityInfoStateUtils::suppressCharProbabilities()
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static const float SUPPRESSION_LENGTH_WEIGHT;
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static const float MIN_SUPPRESSION_RATE;
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static const float SUPPRESSION_WEIGHT;
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static const float SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN;
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static const float SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN;
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// Used by ProximityInfoStateUtils::getMostProbableString()
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static const float DEMOTION_LOG_PROBABILITY;
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private:
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DISALLOW_IMPLICIT_CONSTRUCTORS(ProximityInfoParams);
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static const int NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2;
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@ -89,29 +89,28 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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}
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if (xCoordinates && yCoordinates) {
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mSampledInputSize = ProximityInfoStateUtils::updateTouchPoints(
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mProximityInfo->getMostCommonKeyWidth(), mProximityInfo, mMaxPointToKeyLength,
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mInputProximities, xCoordinates, yCoordinates, times, pointerIds, inputSize,
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isGeometric, pointerId, pushTouchPointStartIndex, &mSampledInputXs,
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&mSampledInputYs, &mSampledTimes, &mSampledLengthCache, &mSampledInputIndice);
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mSampledInputSize = ProximityInfoStateUtils::updateTouchPoints(mProximityInfo,
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mMaxPointToKeyLength, mInputProximities, xCoordinates, yCoordinates, times,
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pointerIds, inputSize, isGeometric, pointerId, pushTouchPointStartIndex,
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&mSampledInputXs, &mSampledInputYs, &mSampledTimes, &mSampledLengthCache,
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&mSampledInputIndice);
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}
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if (mSampledInputSize > 0 && isGeometric) {
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mAverageSpeed = ProximityInfoStateUtils::refreshSpeedRates(
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inputSize, xCoordinates, yCoordinates, times, lastSavedInputSize,
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mSampledInputSize, &mSampledInputXs, &mSampledInputYs, &mSampledTimes,
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&mSampledLengthCache, &mSampledInputIndice, &mSpeedRates, &mDirections);
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ProximityInfoStateUtils::refreshBeelineSpeedRates(
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mProximityInfo->getMostCommonKeyWidth(), mAverageSpeed, inputSize,
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xCoordinates, yCoordinates, times, mSampledInputSize, &mSampledInputXs,
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&mSampledInputYs, &mSampledInputIndice, &mBeelineSpeedPercentiles);
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mAverageSpeed = ProximityInfoStateUtils::refreshSpeedRates(inputSize, xCoordinates,
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yCoordinates, times, lastSavedInputSize, mSampledInputSize, &mSampledInputXs,
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&mSampledInputYs, &mSampledTimes, &mSampledLengthCache, &mSampledInputIndice,
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&mSpeedRates, &mDirections);
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ProximityInfoStateUtils::refreshBeelineSpeedRates(mProximityInfo->getMostCommonKeyWidth(),
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mAverageSpeed, inputSize, xCoordinates, yCoordinates, times, mSampledInputSize,
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&mSampledInputXs, &mSampledInputYs, &mSampledInputIndice,
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&mBeelineSpeedPercentiles);
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}
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if (mSampledInputSize > 0) {
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ProximityInfoStateUtils::initGeometricDistanceInfos(
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mProximityInfo, mProximityInfo->getKeyCount(),
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mSampledInputSize, lastSavedInputSize, &mSampledInputXs, &mSampledInputYs,
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&mSampledNearKeysVector, &mSampledDistanceCache_G);
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ProximityInfoStateUtils::initGeometricDistanceInfos(mProximityInfo, mSampledInputSize,
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lastSavedInputSize, &mSampledInputXs, &mSampledInputYs, &mSampledNearKeysVector,
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&mSampledDistanceCache_G);
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if (isGeometric) {
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// updates probabilities of skipping or mapping each key for all points.
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ProximityInfoStateUtils::updateAlignPointProbabilities(
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@ -38,7 +38,7 @@ namespace latinime {
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return nextStartIndex;
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}
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/* static */ int ProximityInfoStateUtils::updateTouchPoints(const int mostCommonKeyWidth,
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/* static */ int ProximityInfoStateUtils::updateTouchPoints(
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const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
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const int *const inputProximities, const int *const inputXCoordinates,
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const int *const inputYCoordinates, const int *const times, const int *const pointerIds,
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@ -106,15 +106,14 @@ namespace latinime {
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const float prevAngle = getAngle(
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inputXCoordinates[i - 2], inputYCoordinates[i - 2],
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inputXCoordinates[i - 1], inputYCoordinates[i - 1]);
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const float currentAngle =
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getAngle(inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
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const float currentAngle = getAngle(
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inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
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sumAngle += getAngleDiff(prevAngle, currentAngle);
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}
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if (pushTouchPoint(mostCommonKeyWidth, proximityInfo, maxPointToKeyLength,
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i, c, x, y, time, isGeometric /* doSampling */,
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i == lastInputIndex, sumAngle, currentNearKeysDistances,
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prevNearKeysDistances, prevPrevNearKeysDistances,
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if (pushTouchPoint(proximityInfo, maxPointToKeyLength, i, c, x, y, time,
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isGeometric /* doSampling */, i == lastInputIndex, sumAngle,
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currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances,
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sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
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sampledInputIndice)) {
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// Previous point information was popped.
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@ -222,12 +221,13 @@ namespace latinime {
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}
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/* static */ void ProximityInfoStateUtils::initGeometricDistanceInfos(
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const ProximityInfo *const proximityInfo, const int keyCount, const int sampledInputSize,
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const ProximityInfo *const proximityInfo, const int sampledInputSize,
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const int lastSavedInputSize, const std::vector<int> *const sampledInputXs,
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const std::vector<int> *const sampledInputYs,
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std::vector<NearKeycodesSet> *SampledNearKeysVector,
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std::vector<float> *SampledDistanceCache_G) {
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SampledNearKeysVector->resize(sampledInputSize);
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const int keyCount = proximityInfo->getKeyCount();
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SampledDistanceCache_G->resize(sampledInputSize * keyCount);
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for (int i = lastSavedInputSize; i < sampledInputSize; ++i) {
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(*SampledNearKeysVector)[i].reset();
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@ -275,10 +275,11 @@ namespace latinime {
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int duration = 0;
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// Calculate velocity by using distances and durations of
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// NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and backward.
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static const int NUM_POINTS_FOR_SPEED_CALCULATION = 2;
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for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION);
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++j) {
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// ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and
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// backward.
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const int forwardNumPoints = min(inputSize - 1,
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index + ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION);
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for (int j = index; j < forwardNumPoints; ++j) {
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if (i < sampledInputSize - 1 && j >= (*sampledInputIndice)[i + 1]) {
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break;
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}
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@ -286,7 +287,9 @@ namespace latinime {
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xCoordinates[j + 1], yCoordinates[j + 1]);
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duration += times[j + 1] - times[j];
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}
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for (int j = index - 1; j >= max(0, index - NUM_POINTS_FOR_SPEED_CALCULATION); --j) {
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const int backwardNumPoints = max(0,
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index - ProximityInfoParams::NUM_POINTS_FOR_SPEED_CALCULATION);
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for (int j = index - 1; j >= backwardNumPoints; --j) {
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if (i > 0 && j < (*sampledInputIndice)[i - 1]) {
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break;
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}
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@ -434,9 +437,8 @@ namespace latinime {
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// Sampling touch point and pushing information to vectors.
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// Returning if previous point is popped or not.
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/* static */ bool ProximityInfoStateUtils::pushTouchPoint(const int mostCommonKeyWidth,
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const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
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const int inputIndex, const int nodeCodePoint, int x, int y,
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/* static */ bool ProximityInfoStateUtils::pushTouchPoint(const ProximityInfo *const proximityInfo,
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const int maxPointToKeyLength, const int inputIndex, const int nodeCodePoint, int x, int y,
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const int time, const bool doSampling, const bool isLastPoint, const float sumAngle,
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NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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@ -444,7 +446,7 @@ namespace latinime {
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std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
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std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
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std::vector<int> *sampledInputIndice) {
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static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
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const int mostCommonKeyWidth = proximityInfo->getMostCommonKeyWidth();
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size_t size = sampledInputXs->size();
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bool popped = false;
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@ -465,16 +467,16 @@ namespace latinime {
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}
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// Check if the last point should be skipped.
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if (isLastPoint && size > 0) {
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if (getDistanceInt(x, y, sampledInputXs->back(),
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sampledInputYs->back()) * LAST_POINT_SKIP_DISTANCE_SCALE
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< mostCommonKeyWidth) {
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if (getDistanceInt(x, y, sampledInputXs->back(), sampledInputYs->back())
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* ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE < mostCommonKeyWidth) {
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// This point is not used because it's too close to the previous point.
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if (DEBUG_GEO_FULL) {
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AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, "
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"width = %d", size, x, y, sampledInputXs->back(),
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sampledInputYs->back(), getDistanceInt(
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x, y, sampledInputXs->back(), sampledInputYs->back()),
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mostCommonKeyWidth / LAST_POINT_SKIP_DISTANCE_SCALE);
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mostCommonKeyWidth
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/ ProximityInfoParams::LAST_POINT_SKIP_DISTANCE_SCALE);
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}
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return popped;
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}
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@ -664,35 +666,14 @@ namespace latinime {
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const std::vector<float> *const SampledDistanceCache_G,
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std::vector<NearKeycodesSet> *SampledNearKeysVector,
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std::vector<hash_map_compat<int, float> > *charProbabilities) {
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static const float MIN_PROBABILITY = 0.000001f;
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static const float MAX_SKIP_PROBABILITY = 0.95f;
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static const float SKIP_FIRST_POINT_PROBABILITY = 0.01f;
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static const float SKIP_LAST_POINT_PROBABILITY = 0.1f;
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static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f;
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static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f;
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static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f;
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static const float NEAREST_DISTANCE_WEIGHT = 0.5f;
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static const float NEAREST_DISTANCE_BIAS = 0.5f;
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static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f;
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static const float NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f;
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static const float ANGLE_WEIGHT = 0.90f;
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static const float DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f;
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static const float SKIP_DEEP_CORNER_PROBABILITY = 0.1f;
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static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f;
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static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
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static const float SKIP_CORNER_PROBABILITY = 0.4f;
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static const float SPEED_MARGIN = 0.1f;
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static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
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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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// for each point.
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for (int i = start; i < sampledInputSize; ++i) {
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(*charProbabilities)[i].clear();
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// First, calculates skip probability. Starts form MIN_SKIP_PROBABILITY.
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// First, calculates skip probability. Starts from MAX_SKIP_PROBABILITY.
|
||||
// Note that all values that are multiplied to this probability should be in [0.0, 1.0];
|
||||
float skipProbability = MAX_SKIP_PROBABILITY;
|
||||
float skipProbability = ProximityInfoParams::MAX_SKIP_PROBABILITY;
|
||||
|
||||
const float currentAngle = getPointAngle(sampledInputXs, sampledInputYs, i);
|
||||
const float speedRate = (*sampledSpeedRates)[i];
|
||||
|
@ -709,78 +690,74 @@ namespace latinime {
|
|||
}
|
||||
|
||||
if (i == 0) {
|
||||
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT
|
||||
+ NEAREST_DISTANCE_BIAS);
|
||||
skipProbability *= min(1.0f,
|
||||
nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT
|
||||
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS);
|
||||
// Promote the first point
|
||||
skipProbability *= SKIP_FIRST_POINT_PROBABILITY;
|
||||
skipProbability *= ProximityInfoParams::SKIP_FIRST_POINT_PROBABILITY;
|
||||
} else if (i == sampledInputSize - 1) {
|
||||
skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT_FOR_LAST
|
||||
+ NEAREST_DISTANCE_BIAS_FOR_LAST);
|
||||
skipProbability *= min(1.0f,
|
||||
nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT_FOR_LAST
|
||||
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS_FOR_LAST);
|
||||
// Promote the last point
|
||||
skipProbability *= SKIP_LAST_POINT_PROBABILITY;
|
||||
skipProbability *= ProximityInfoParams::SKIP_LAST_POINT_PROBABILITY;
|
||||
} else {
|
||||
// If the current speed is relatively slower than adjacent keys, we promote this point.
|
||||
if ((*sampledSpeedRates)[i - 1] - SPEED_MARGIN > speedRate
|
||||
&& speedRate < (*sampledSpeedRates)[i + 1] - SPEED_MARGIN) {
|
||||
if (currentAngle < CORNER_ANGLE_THRESHOLD) {
|
||||
if ((*sampledSpeedRates)[i - 1] - ProximityInfoParams::SPEED_MARGIN > speedRate
|
||||
&& speedRate
|
||||
< (*sampledSpeedRates)[i + 1] - ProximityInfoParams::SPEED_MARGIN) {
|
||||
if (currentAngle < ProximityInfoParams::CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= min(1.0f, speedRate
|
||||
* SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY);
|
||||
* ProximityInfoParams::SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY);
|
||||
} else {
|
||||
// If the angle is small enough, we promote this point more. (e.g. pit vs put)
|
||||
skipProbability *= min(1.0f, speedRate * SPEED_WEIGHT_FOR_SKIP_PROBABILITY
|
||||
+ MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
|
||||
skipProbability *= min(1.0f,
|
||||
speedRate * ProximityInfoParams::SPEED_WEIGHT_FOR_SKIP_PROBABILITY
|
||||
+ ProximityInfoParams::MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
|
||||
}
|
||||
}
|
||||
|
||||
skipProbability *= min(1.0f, speedRate * nearestKeyDistance *
|
||||
NEAREST_DISTANCE_WEIGHT + NEAREST_DISTANCE_BIAS);
|
||||
skipProbability *= min(1.0f,
|
||||
speedRate * nearestKeyDistance * ProximityInfoParams::NEAREST_DISTANCE_WEIGHT
|
||||
+ ProximityInfoParams::NEAREST_DISTANCE_BIAS);
|
||||
|
||||
// Adjusts skip probability by a rate depending on angle.
|
||||
// ANGLE_RATE of skipProbability is adjusted by current angle.
|
||||
skipProbability *= (M_PI_F - currentAngle) / M_PI_F * ANGLE_WEIGHT
|
||||
+ (1.0f - ANGLE_WEIGHT);
|
||||
if (currentAngle > DEEP_CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= SKIP_DEEP_CORNER_PROBABILITY;
|
||||
skipProbability *= (M_PI_F - currentAngle) / M_PI_F * ProximityInfoParams::ANGLE_WEIGHT
|
||||
+ (1.0f - ProximityInfoParams::ANGLE_WEIGHT);
|
||||
if (currentAngle > ProximityInfoParams::DEEP_CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= ProximityInfoParams::SKIP_DEEP_CORNER_PROBABILITY;
|
||||
}
|
||||
// We assume the angle of this point is the angle for point[i], point[i - 2]
|
||||
// and point[i - 3]. The reason why we don't use the angle for point[i], point[i - 1]
|
||||
// and point[i - 2] is this angle can be more affected by the noise.
|
||||
const float prevAngle = getPointsAngle(sampledInputXs, sampledInputYs, i, i - 2, i - 3);
|
||||
if (i >= 3 && prevAngle < STRAIGHT_ANGLE_THRESHOLD
|
||||
&& currentAngle > CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= SKIP_CORNER_PROBABILITY;
|
||||
if (i >= 3 && prevAngle < ProximityInfoParams::STRAIGHT_ANGLE_THRESHOLD
|
||||
&& currentAngle > ProximityInfoParams::CORNER_ANGLE_THRESHOLD) {
|
||||
skipProbability *= ProximityInfoParams::SKIP_CORNER_PROBABILITY;
|
||||
}
|
||||
}
|
||||
|
||||
// probabilities must be in [0.0, MAX_SKIP_PROBABILITY];
|
||||
// probabilities must be in [0.0, ProximityInfoParams::MAX_SKIP_PROBABILITY];
|
||||
ASSERT(skipProbability >= 0.0f);
|
||||
ASSERT(skipProbability <= MAX_SKIP_PROBABILITY);
|
||||
ASSERT(skipProbability <= ProximityInfoParams::MAX_SKIP_PROBABILITY);
|
||||
(*charProbabilities)[i][NOT_AN_INDEX] = skipProbability;
|
||||
|
||||
// Second, calculates key probabilities by dividing the rest probability
|
||||
// (1.0f - skipProbability).
|
||||
const float inputCharProbability = 1.0f - skipProbability;
|
||||
|
||||
// TODO: The variance is critical for accuracy; thus, adjusting these parameter by machine
|
||||
// learning or something would be efficient.
|
||||
static const float SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION = 0.3f;
|
||||
static const float MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION = 0.25f;
|
||||
static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION = 0.5f;
|
||||
static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION = 0.15f;
|
||||
static const float MIN_STANDERD_DIVIATION = 0.37f;
|
||||
|
||||
const float speedxAngleRate = min(speedRate * currentAngle / M_PI_F
|
||||
* SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
|
||||
MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
|
||||
* ProximityInfoParams::SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
|
||||
ProximityInfoParams::MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
|
||||
const float speedxNearestKeyDistanceRate = min(speedRate * nearestKeyDistance
|
||||
* SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
|
||||
MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
|
||||
const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate + MIN_STANDERD_DIVIATION;
|
||||
* ProximityInfoParams::SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
|
||||
ProximityInfoParams::MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
|
||||
const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate
|
||||
+ ProximityInfoParams::MIN_STANDERD_DIVIATION;
|
||||
|
||||
ProximityInfoUtils::NormalDistribution
|
||||
distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
|
||||
static const float PREV_DISTANCE_WEIGHT = 0.5f;
|
||||
static const float NEXT_DISTANCE_WEIGHT = 0.6f;
|
||||
distribution(ProximityInfoParams::CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
|
||||
// Summing up probability densities of all near keys.
|
||||
float sumOfProbabilityDensities = 0.0f;
|
||||
for (int j = 0; j < keyCount; ++j) {
|
||||
|
@ -797,8 +774,9 @@ namespace latinime {
|
|||
// points because the first touch by the user can be sloppy.
|
||||
// So we promote the first point if the distance of that point is larger
|
||||
// than the distance of the next point.
|
||||
distance = (distance + nextDistance * NEXT_DISTANCE_WEIGHT)
|
||||
/ (1.0f + NEXT_DISTANCE_WEIGHT);
|
||||
distance = (distance
|
||||
+ nextDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
|
||||
/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
|
||||
}
|
||||
} else if (i != 0 && i == sampledInputSize - 1) {
|
||||
// For the first point, weighted average of distances from last point and
|
||||
|
@ -810,8 +788,9 @@ namespace latinime {
|
|||
// because the last touch by the user can be sloppy. So we promote the
|
||||
// last point if the distance of that point is larger than the distance of
|
||||
// the previous point.
|
||||
distance = (distance + previousDistance * PREV_DISTANCE_WEIGHT)
|
||||
/ (1.0f + PREV_DISTANCE_WEIGHT);
|
||||
distance = (distance
|
||||
+ previousDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
|
||||
/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
|
||||
}
|
||||
}
|
||||
// TODO: Promote the first point when the extended line from the next input is near
|
||||
|
@ -831,8 +810,9 @@ namespace latinime {
|
|||
const float prevDistance = sqrtf(getPointToKeyByIdLength(
|
||||
maxPointToKeyLength, SampledDistanceCache_G, keyCount, i + 1, j));
|
||||
if (prevDistance < distance) {
|
||||
distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT)
|
||||
/ (1.0f + NEXT_DISTANCE_WEIGHT);
|
||||
distance = (distance
|
||||
+ prevDistance * ProximityInfoParams::NEXT_DISTANCE_WEIGHT)
|
||||
/ (1.0f + ProximityInfoParams::NEXT_DISTANCE_WEIGHT);
|
||||
}
|
||||
} else if (i != 0 && i == sampledInputSize - 1) {
|
||||
// For the first point, weighted average of distances from last point and
|
||||
|
@ -840,8 +820,9 @@ namespace latinime {
|
|||
const float prevDistance = sqrtf(getPointToKeyByIdLength(
|
||||
maxPointToKeyLength, SampledDistanceCache_G, keyCount, i - 1, j));
|
||||
if (prevDistance < distance) {
|
||||
distance = (distance + prevDistance * PREV_DISTANCE_WEIGHT)
|
||||
/ (1.0f + PREV_DISTANCE_WEIGHT);
|
||||
distance = (distance
|
||||
+ prevDistance * ProximityInfoParams::PREV_DISTANCE_WEIGHT)
|
||||
/ (1.0f + ProximityInfoParams::PREV_DISTANCE_WEIGHT);
|
||||
}
|
||||
}
|
||||
const float probabilityDensity = distribution.getProbabilityDensity(distance);
|
||||
|
@ -905,7 +886,7 @@ namespace latinime {
|
|||
hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].find(j);
|
||||
if (it == (*charProbabilities)[i].end()){
|
||||
(*SampledNearKeysVector)[i].reset(j);
|
||||
} else if(it->second < MIN_PROBABILITY) {
|
||||
} else if(it->second < ProximityInfoParams::MIN_PROBABILITY) {
|
||||
// Erases from near keys vector because it has very low probability.
|
||||
(*SampledNearKeysVector)[i].reset(j);
|
||||
(*charProbabilities)[i].erase(j);
|
||||
|
@ -949,20 +930,14 @@ namespace latinime {
|
|||
std::vector<hash_map_compat<int, float> > *charProbabilities) {
|
||||
ASSERT(0 <= index0 && index0 < sampledInputSize);
|
||||
ASSERT(0 <= index1 && index1 < sampledInputSize);
|
||||
|
||||
static const float SUPPRESSION_LENGTH_WEIGHT = 1.5f;
|
||||
static const float MIN_SUPPRESSION_RATE = 0.1f;
|
||||
static const float SUPPRESSION_WEIGHT = 0.5f;
|
||||
static const float SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN = 0.1f;
|
||||
static const float SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN = 0.3f;
|
||||
|
||||
const float keyWidthFloat = static_cast<float>(mostCommonKeyWidth);
|
||||
const float diff = fabsf(static_cast<float>((*lengthCache)[index0] - (*lengthCache)[index1]));
|
||||
if (diff > keyWidthFloat * SUPPRESSION_LENGTH_WEIGHT) {
|
||||
if (diff > keyWidthFloat * ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT) {
|
||||
return false;
|
||||
}
|
||||
const float suppressionRate = MIN_SUPPRESSION_RATE
|
||||
+ diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * SUPPRESSION_WEIGHT;
|
||||
const float suppressionRate = ProximityInfoParams::MIN_SUPPRESSION_RATE
|
||||
+ diff / keyWidthFloat / ProximityInfoParams::SUPPRESSION_LENGTH_WEIGHT
|
||||
* ProximityInfoParams::SUPPRESSION_WEIGHT;
|
||||
for (hash_map_compat<int, float>::iterator it = (*charProbabilities)[index0].begin();
|
||||
it != (*charProbabilities)[index0].end(); ++it) {
|
||||
hash_map_compat<int, float>::iterator it2 = (*charProbabilities)[index1].find(it->first);
|
||||
|
@ -974,9 +949,10 @@ namespace latinime {
|
|||
(*charProbabilities)[index0][NOT_AN_INDEX] += suppression;
|
||||
|
||||
// Add the probability of the same key nearby index1
|
||||
const float probabilityGain = min(suppression * SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
|
||||
const float probabilityGain = min(suppression
|
||||
* ProximityInfoParams::SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
|
||||
(*charProbabilities)[index1][NOT_AN_INDEX]
|
||||
* SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
|
||||
* ProximityInfoParams::SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
|
||||
it2->second += probabilityGain;
|
||||
(*charProbabilities)[index1][NOT_AN_INDEX] -= probabilityGain;
|
||||
}
|
||||
|
@ -1020,7 +996,6 @@ namespace latinime {
|
|||
int *const codePointBuf) {
|
||||
ASSERT(sampledInputSize >= 0);
|
||||
memset(codePointBuf, 0, sizeof(codePointBuf[0]) * MAX_WORD_LENGTH);
|
||||
static const float DEMOTION_LOG_PROBABILITY = 0.3f;
|
||||
int index = 0;
|
||||
float sumLogProbability = 0.0f;
|
||||
// TODO: Current implementation is greedy algorithm. DP would be efficient for many cases.
|
||||
|
@ -1030,7 +1005,7 @@ namespace latinime {
|
|||
for (hash_map_compat<int, float>::const_iterator it = (*charProbabilities)[i].begin();
|
||||
it != (*charProbabilities)[i].end(); ++it) {
|
||||
const float logProbability = (it->first != NOT_AN_INDEX)
|
||||
? it->second + DEMOTION_LOG_PROBABILITY : it->second;
|
||||
? it->second + ProximityInfoParams::DEMOTION_LOG_PROBABILITY : it->second;
|
||||
if (logProbability < minLogProbability) {
|
||||
minLogProbability = logProbability;
|
||||
character = it->first;
|
||||
|
|
|
@ -35,9 +35,8 @@ class ProximityInfoStateUtils {
|
|||
static int trimLastTwoTouchPoints(std::vector<int> *sampledInputXs,
|
||||
std::vector<int> *sampledInputYs, std::vector<int> *sampledInputTimes,
|
||||
std::vector<int> *sampledLengthCache, std::vector<int> *sampledInputIndice);
|
||||
static int updateTouchPoints(const int mostCommonKeyWidth,
|
||||
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
|
||||
const int *const inputProximities,
|
||||
static int updateTouchPoints(const ProximityInfo *const proximityInfo,
|
||||
const int maxPointToKeyLength, const int *const inputProximities,
|
||||
const int *const inputXCoordinates, const int *const inputYCoordinates,
|
||||
const int *const times, const int *const pointerIds, const int inputSize,
|
||||
const bool isGeometric, const int pointerId, const int pushTouchPointStartIndex,
|
||||
|
@ -65,19 +64,17 @@ class ProximityInfoStateUtils {
|
|||
std::vector<int> *beelineSpeedPercentiles);
|
||||
static float getDirection(const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, const int index0, const int index1);
|
||||
static void updateAlignPointProbabilities(
|
||||
const float maxPointToKeyLength, const int mostCommonKeyWidth, const int keyCount,
|
||||
const int start, const int sampledInputSize,
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
static void updateAlignPointProbabilities(const float maxPointToKeyLength,
|
||||
const int mostCommonKeyWidth, const int keyCount, const int start,
|
||||
const int sampledInputSize, const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs,
|
||||
const std::vector<float> *const sampledSpeedRates,
|
||||
const std::vector<int> *const sampledLengthCache,
|
||||
const std::vector<float> *const SampledDistanceCache_G,
|
||||
std::vector<NearKeycodesSet> *SampledNearKeysVector,
|
||||
std::vector<hash_map_compat<int, float> > *charProbabilities);
|
||||
static void updateSampledSearchKeysVector(
|
||||
const ProximityInfo *const proximityInfo, const int sampledInputSize,
|
||||
const int lastSavedInputSize,
|
||||
static void updateSampledSearchKeysVector(const ProximityInfo *const proximityInfo,
|
||||
const int sampledInputSize, const int lastSavedInputSize,
|
||||
const std::vector<int> *const sampledLengthCache,
|
||||
const std::vector<NearKeycodesSet> *const SampledNearKeysVector,
|
||||
std::vector<NearKeycodesSet> *sampledSearchKeysVector);
|
||||
|
@ -87,22 +84,18 @@ class ProximityInfoStateUtils {
|
|||
static float getPointToKeyByIdLength(const float maxPointToKeyLength,
|
||||
const std::vector<float> *const SampledDistanceCache_G, const int keyCount,
|
||||
const int inputIndex, const int keyId);
|
||||
static void initGeometricDistanceInfos(
|
||||
const ProximityInfo *const proximityInfo, const int keyCount,
|
||||
static void initGeometricDistanceInfos(const ProximityInfo *const proximityInfo,
|
||||
const int sampledInputSize, const int lastSavedInputSize,
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs,
|
||||
std::vector<NearKeycodesSet> *SampledNearKeysVector,
|
||||
std::vector<float> *SampledDistanceCache_G);
|
||||
static void initPrimaryInputWord(
|
||||
const int inputSize, const int *const inputProximities, int *primaryInputWord);
|
||||
static void initNormalizedSquaredDistances(
|
||||
const ProximityInfo *const proximityInfo, const int inputSize,
|
||||
const int *inputXCoordinates, const int *inputYCoordinates,
|
||||
const int *const inputProximities,
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs,
|
||||
int *normalizedSquaredDistances);
|
||||
static void initPrimaryInputWord(const int inputSize, const int *const inputProximities,
|
||||
int *primaryInputWord);
|
||||
static void initNormalizedSquaredDistances(const ProximityInfo *const proximityInfo,
|
||||
const int inputSize, const int *inputXCoordinates, const int *inputYCoordinates,
|
||||
const int *const inputProximities, const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, int *normalizedSquaredDistances);
|
||||
static void dump(const bool isGeometric, const int inputSize,
|
||||
const int *const inputXCoordinates, const int *const inputYCoordinates,
|
||||
const int sampledInputSize, const std::vector<int> *const sampledInputXs,
|
||||
|
@ -117,8 +110,8 @@ class ProximityInfoStateUtils {
|
|||
const std::vector<int> *const sampledTimes,
|
||||
const std::vector<int> *const sampledInputIndices);
|
||||
// TODO: Move to most_probable_string_utils.h
|
||||
static float getMostProbableString(
|
||||
const ProximityInfo *const proximityInfo, const int sampledInputSize,
|
||||
static float getMostProbableString(const ProximityInfo *const proximityInfo,
|
||||
const int sampledInputSize,
|
||||
const std::vector<hash_map_compat<int, float> > *const charProbabilities,
|
||||
int *const codePointBuf);
|
||||
|
||||
|
@ -137,11 +130,10 @@ class ProximityInfoStateUtils {
|
|||
const NearKeysDistanceMap *const prevNearKeysDistances,
|
||||
const NearKeysDistanceMap *const prevPrevNearKeysDistances,
|
||||
std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs);
|
||||
static bool pushTouchPoint(const int mostCommonKeyWidth,
|
||||
const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
|
||||
const int inputIndex, const int nodeCodePoint, int x, int y, const int time,
|
||||
const bool doSampling, const bool isLastPoint, const float sumAngle,
|
||||
NearKeysDistanceMap *const currentNearKeysDistances,
|
||||
static bool pushTouchPoint(const ProximityInfo *const proximityInfo,
|
||||
const int maxPointToKeyLength, const int inputIndex, const int nodeCodePoint, int x,
|
||||
int y, const int time, const bool doSampling, const bool isLastPoint,
|
||||
const float sumAngle, NearKeysDistanceMap *const currentNearKeysDistances,
|
||||
const NearKeysDistanceMap *const prevNearKeysDistances,
|
||||
const NearKeysDistanceMap *const prevPrevNearKeysDistances,
|
||||
std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
|
||||
|
@ -153,23 +145,20 @@ class ProximityInfoStateUtils {
|
|||
const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs,
|
||||
const std::vector<int> *const inputIndice);
|
||||
static float getPointAngle(
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
static float getPointAngle(const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, const int index);
|
||||
static float getPointsAngle(
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs,
|
||||
const int index0, const int index1, const int index2);
|
||||
static float getPointsAngle(const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, const int index0, const int index1,
|
||||
const int index2);
|
||||
static bool suppressCharProbabilities(const int mostCommonKeyWidth,
|
||||
const int sampledInputSize, const std::vector<int> *const lengthCache,
|
||||
const int index0, const int index1,
|
||||
std::vector<hash_map_compat<int, float> > *charProbabilities);
|
||||
const int sampledInputSize, const std::vector<int> *const lengthCache, const int index0,
|
||||
const int index1, std::vector<hash_map_compat<int, float> > *charProbabilities);
|
||||
static float calculateSquaredDistanceFromSweetSpotCenter(
|
||||
const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, const int keyIndex,
|
||||
const int inputIndex);
|
||||
static float calculateNormalizedSquaredDistance(
|
||||
const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
|
||||
static float calculateNormalizedSquaredDistance(const ProximityInfo *const proximityInfo,
|
||||
const std::vector<int> *const sampledInputXs,
|
||||
const std::vector<int> *const sampledInputYs, const int keyIndex, const int inputIndex);
|
||||
};
|
||||
} // namespace latinime
|
||||
|
|
Loading…
Reference in New Issue