/* * Copyright (C) 2012 The Android Open Source Project * * Licensed 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 * limitations under the License. */ #include // for memset() #include // for debug prints #define LOG_TAG "LatinIME: proximity_info_state.cpp" #include "defines.h" #include "geometry_utils.h" #include "proximity_info.h" #include "proximity_info_state.h" namespace latinime { const int ProximityInfoState::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2 = 10; const int ProximityInfoState::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR = 1 << NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR_LOG_2; const float ProximityInfoState::NOT_A_DISTANCE_FLOAT = -1.0f; const int ProximityInfoState::NOT_A_CODE = -1; const int ProximityInfoState::LOOKUP_RADIUS_PERCENTILE = 50; const int ProximityInfoState::FIRST_POINT_TIME_OFFSET_MILLIS = 150; const int ProximityInfoState::STRONG_DOUBLE_LETTER_TIME_MILLIS = 600; const int ProximityInfoState::MIN_DOUBLE_LETTER_BEELINE_SPEED_PERCENTILE = 5; void ProximityInfoState::initInputParams(const int pointerId, const float maxPointToKeyLength, const ProximityInfo *proximityInfo, const int *const inputCodes, const int inputSize, const int *const xCoordinates, const int *const yCoordinates, const int *const times, const int *const pointerIds, const bool isGeometric) { mIsContinuationPossible = checkAndReturnIsContinuationPossible( inputSize, xCoordinates, yCoordinates, times, isGeometric); mProximityInfo = proximityInfo; mHasTouchPositionCorrectionData = proximityInfo->hasTouchPositionCorrectionData(); mMostCommonKeyWidthSquare = proximityInfo->getMostCommonKeyWidthSquare(); mLocaleStr = proximityInfo->getLocaleStr(); mKeyCount = proximityInfo->getKeyCount(); mCellHeight = proximityInfo->getCellHeight(); mCellWidth = proximityInfo->getCellWidth(); mGridHeight = proximityInfo->getGridWidth(); mGridWidth = proximityInfo->getGridHeight(); memset(mInputCodes, 0, sizeof(mInputCodes)); if (!isGeometric && pointerId == 0) { // Initialize // - mInputCodes // - mNormalizedSquaredDistances // TODO: Merge for (int i = 0; i < inputSize; ++i) { const int primaryKey = inputCodes[i]; const int x = xCoordinates[i]; const int y = yCoordinates[i]; int *proximities = &mInputCodes[i * MAX_PROXIMITY_CHARS_SIZE_INTERNAL]; mProximityInfo->calculateNearbyKeyCodes(x, y, primaryKey, proximities); } if (DEBUG_PROXIMITY_CHARS) { for (int i = 0; i < inputSize; ++i) { AKLOGI("---"); for (int j = 0; j < MAX_PROXIMITY_CHARS_SIZE_INTERNAL; ++j) { int icc = mInputCodes[i * MAX_PROXIMITY_CHARS_SIZE_INTERNAL + j]; int icfjc = inputCodes[i * MAX_PROXIMITY_CHARS_SIZE_INTERNAL + j]; icc += 0; icfjc += 0; AKLOGI("--- (%d)%c,%c", i, icc, icfjc); AKLOGI("--- A<%d>,B<%d>", icc, icfjc); } } } } /////////////////////// // Setup touch points int pushTouchPointStartIndex = 0; int lastSavedInputSize = 0; mMaxPointToKeyLength = maxPointToKeyLength; if (mIsContinuationPossible && mInputIndice.size() > 1) { // Just update difference. // Two points prior is never skipped. Thus, we pop 2 input point data here. pushTouchPointStartIndex = mInputIndice[mInputIndice.size() - 2]; popInputData(); popInputData(); lastSavedInputSize = mSampledInputXs.size(); } else { // Clear all data. mSampledInputXs.clear(); mSampledInputYs.clear(); mTimes.clear(); mInputIndice.clear(); mLengthCache.clear(); mDistanceCache.clear(); mNearKeysVector.clear(); mSearchKeysVector.clear(); mSpeedRates.clear(); mBeelineSpeedPercentiles.clear(); mCharProbabilities.clear(); mDirections.clear(); } if (DEBUG_GEO_FULL) { AKLOGI("Init ProximityInfoState: reused points = %d, last input size = %d", pushTouchPointStartIndex, lastSavedInputSize); } mSampledInputSize = 0; if (xCoordinates && yCoordinates) { if (DEBUG_SAMPLING_POINTS) { if (isGeometric) { for (int i = 0; i < inputSize; ++i) { AKLOGI("(%d) x %d, y %d, time %d", i, xCoordinates[i], yCoordinates[i], times[i]); } } } #ifdef DO_ASSERT_TEST if (times) { for (int i = 0; i < inputSize; ++i) { if (i > 0) { ASSERT(times[i] >= times[i - 1]); } } } #endif const bool proximityOnly = !isGeometric && (xCoordinates[0] < 0 || yCoordinates[0] < 0); int lastInputIndex = pushTouchPointStartIndex; for (int i = lastInputIndex; i < inputSize; ++i) { const int pid = pointerIds ? pointerIds[i] : 0; if (pointerId == pid) { lastInputIndex = i; } } if (DEBUG_GEO_FULL) { AKLOGI("Init ProximityInfoState: last input index = %d", lastInputIndex); } // Working space to save near keys distances for current, prev and prevprev input point. NearKeysDistanceMap nearKeysDistances[3]; // These pointers are swapped for each inputs points. NearKeysDistanceMap *currentNearKeysDistances = &nearKeysDistances[0]; NearKeysDistanceMap *prevNearKeysDistances = &nearKeysDistances[1]; NearKeysDistanceMap *prevPrevNearKeysDistances = &nearKeysDistances[2]; // "sumAngle" is accumulated by each angle of input points. And when "sumAngle" exceeds // the threshold we save that point, reset sumAngle. This aims to keep the figure of // the curve. float sumAngle = 0.0f; for (int i = pushTouchPointStartIndex; i <= lastInputIndex; ++i) { // Assuming pointerId == 0 if pointerIds is null. const int pid = pointerIds ? pointerIds[i] : 0; if (DEBUG_GEO_FULL) { AKLOGI("Init ProximityInfoState: (%d)PID = %d", i, pid); } if (pointerId == pid) { const int c = isGeometric ? NOT_A_COORDINATE : getPrimaryCodePointAt(i); const int x = proximityOnly ? NOT_A_COORDINATE : xCoordinates[i]; const int y = proximityOnly ? NOT_A_COORDINATE : yCoordinates[i]; const int time = times ? times[i] : -1; if (i > 1) { const float prevAngle = getAngle(xCoordinates[i - 2], yCoordinates[i - 2], xCoordinates[i - 1], yCoordinates[i - 1]); const float currentAngle = getAngle(xCoordinates[i - 1], yCoordinates[i - 1], x, y); sumAngle += getAngleDiff(prevAngle, currentAngle); } if (pushTouchPoint(i, c, x, y, time, isGeometric /* do sampling */, i == lastInputIndex, sumAngle, currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances)) { // Previous point information was popped. NearKeysDistanceMap *tmp = prevNearKeysDistances; prevNearKeysDistances = currentNearKeysDistances; currentNearKeysDistances = tmp; } else { NearKeysDistanceMap *tmp = prevPrevNearKeysDistances; prevPrevNearKeysDistances = prevNearKeysDistances; prevNearKeysDistances = currentNearKeysDistances; currentNearKeysDistances = tmp; sumAngle = 0.0f; } } } mSampledInputSize = mSampledInputXs.size(); } if (mSampledInputSize > 0 && isGeometric) { refreshSpeedRates(inputSize, xCoordinates, yCoordinates, times, lastSavedInputSize); refreshBeelineSpeedRates(inputSize, xCoordinates, yCoordinates, times); } if (DEBUG_GEO_FULL) { for (int i = 0; i < mSampledInputSize; ++i) { AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, mSampledInputXs[i], mSampledInputYs[i], mTimes[i]); } } if (mSampledInputSize > 0) { const int keyCount = mProximityInfo->getKeyCount(); mNearKeysVector.resize(mSampledInputSize); mSearchKeysVector.resize(mSampledInputSize); mDistanceCache.resize(mSampledInputSize * keyCount); for (int i = lastSavedInputSize; i < mSampledInputSize; ++i) { mNearKeysVector[i].reset(); mSearchKeysVector[i].reset(); static const float NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD = 4.0f; for (int k = 0; k < keyCount; ++k) { const int index = i * keyCount + k; const int x = mSampledInputXs[i]; const int y = mSampledInputYs[i]; const float normalizedSquaredDistance = mProximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y); mDistanceCache[index] = normalizedSquaredDistance; if (normalizedSquaredDistance < NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD) { mNearKeysVector[i][k] = true; } } } if (isGeometric) { // updates probabilities of skipping or mapping each key for all points. updateAlignPointProbabilities(lastSavedInputSize); static const float READ_FORWORD_LENGTH_SCALE = 0.95f; const int readForwordLength = static_cast( hypotf(mProximityInfo->getKeyboardWidth(), mProximityInfo->getKeyboardHeight()) * READ_FORWORD_LENGTH_SCALE); for (int i = 0; i < mSampledInputSize; ++i) { if (i >= lastSavedInputSize) { mSearchKeysVector[i].reset(); } for (int j = max(i, lastSavedInputSize); j < mSampledInputSize; ++j) { if (mLengthCache[j] - mLengthCache[i] >= readForwordLength) { break; } mSearchKeysVector[i] |= mNearKeysVector[j]; } } } } if (DEBUG_SAMPLING_POINTS) { std::stringstream originalX, originalY, sampledX, sampledY; for (int i = 0; i < inputSize; ++i) { originalX << xCoordinates[i]; originalY << yCoordinates[i]; if (i != inputSize - 1) { originalX << ";"; originalY << ";"; } } AKLOGI("===== sampled points ====="); for (int i = 0; i < mSampledInputSize; ++i) { if (isGeometric) { AKLOGI("%d: x = %d, y = %d, time = %d, relative speed = %.4f, beeline speed = %d", i, mSampledInputXs[i], mSampledInputYs[i], mTimes[i], mSpeedRates[i], getBeelineSpeedPercentile(i)); } sampledX << mSampledInputXs[i]; sampledY << mSampledInputYs[i]; if (i != mSampledInputSize - 1) { sampledX << ";"; sampledY << ";"; } } AKLOGI("original points:\n%s, %s,\nsampled points:\n%s, %s,\n", originalX.str().c_str(), originalY.str().c_str(), sampledX.str().c_str(), sampledY.str().c_str()); } // end /////////////////////// memset(mNormalizedSquaredDistances, NOT_A_DISTANCE, sizeof(mNormalizedSquaredDistances)); memset(mPrimaryInputWord, 0, sizeof(mPrimaryInputWord)); mTouchPositionCorrectionEnabled = mSampledInputSize > 0 && mHasTouchPositionCorrectionData && xCoordinates && yCoordinates; if (!isGeometric && pointerId == 0) { for (int i = 0; i < inputSize; ++i) { mPrimaryInputWord[i] = getPrimaryCodePointAt(i); } for (int i = 0; i < mSampledInputSize && mTouchPositionCorrectionEnabled; ++i) { const int *proximityCodePoints = getProximityCodePointsAt(i); const int primaryKey = proximityCodePoints[0]; const int x = xCoordinates[i]; const int y = yCoordinates[i]; if (DEBUG_PROXIMITY_CHARS) { int a = x + y + primaryKey; a += 0; AKLOGI("--- Primary = %c, x = %d, y = %d", primaryKey, x, y); } for (int j = 0; j < MAX_PROXIMITY_CHARS_SIZE_INTERNAL && proximityCodePoints[j] > 0; ++j) { const int currentCodePoint = proximityCodePoints[j]; const float squaredDistance = hasInputCoordinates() ? calculateNormalizedSquaredDistance( mProximityInfo->getKeyIndexOf(currentCodePoint), i) : NOT_A_DISTANCE_FLOAT; if (squaredDistance >= 0.0f) { mNormalizedSquaredDistances[i * MAX_PROXIMITY_CHARS_SIZE_INTERNAL + j] = (int) (squaredDistance * NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR); } else { mNormalizedSquaredDistances[i * MAX_PROXIMITY_CHARS_SIZE_INTERNAL + j] = (j == 0) ? EQUIVALENT_CHAR_WITHOUT_DISTANCE_INFO : PROXIMITY_CHAR_WITHOUT_DISTANCE_INFO; } if (DEBUG_PROXIMITY_CHARS) { AKLOGI("--- Proximity (%d) = %c", j, currentCodePoint); } } } } if (DEBUG_GEO_FULL) { AKLOGI("ProximityState init finished: %d points out of %d", mSampledInputSize, inputSize); } } void ProximityInfoState::refreshSpeedRates(const int inputSize, const int *const xCoordinates, const int *const yCoordinates, const int *const times, const int lastSavedInputSize) { // Relative speed calculation. const int sumDuration = mTimes.back() - mTimes.front(); const int sumLength = mLengthCache.back() - mLengthCache.front(); mAverageSpeed = static_cast(sumLength) / static_cast(sumDuration); mSpeedRates.resize(mSampledInputSize); for (int i = lastSavedInputSize; i < mSampledInputSize; ++i) { const int index = mInputIndice[i]; int length = 0; int duration = 0; // Calculate velocity by using distances and durations of // NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and backward. static const int NUM_POINTS_FOR_SPEED_CALCULATION = 2; for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION); ++j) { if (i < mSampledInputSize - 1 && j >= mInputIndice[i + 1]) { break; } length += getDistanceInt(xCoordinates[j], yCoordinates[j], xCoordinates[j + 1], yCoordinates[j + 1]); duration += times[j + 1] - times[j]; } for (int j = index - 1; j >= max(0, index - NUM_POINTS_FOR_SPEED_CALCULATION); --j) { if (i > 0 && j < mInputIndice[i - 1]) { break; } // TODO: use mLengthCache instead? length += getDistanceInt(xCoordinates[j], yCoordinates[j], xCoordinates[j + 1], yCoordinates[j + 1]); duration += times[j + 1] - times[j]; } if (duration == 0 || sumDuration == 0) { // Cannot calculate speed; thus, it gives an average value (1.0); mSpeedRates[i] = 1.0f; } else { const float speed = static_cast(length) / static_cast(duration); mSpeedRates[i] = speed / mAverageSpeed; } } // Direction calculation. mDirections.resize(mSampledInputSize - 1); for (int i = max(0, lastSavedInputSize - 1); i < mSampledInputSize - 1; ++i) { mDirections[i] = getDirection(i, i + 1); } } static const int MAX_PERCENTILE = 100; void ProximityInfoState::refreshBeelineSpeedRates(const int inputSize, const int *const xCoordinates, const int *const yCoordinates, const int * times) { if (DEBUG_SAMPLING_POINTS){ AKLOGI("--- refresh beeline speed rates"); } mBeelineSpeedPercentiles.resize(mSampledInputSize); for (int i = 0; i < mSampledInputSize; ++i) { mBeelineSpeedPercentiles[i] = static_cast(calculateBeelineSpeedRate( i, inputSize, xCoordinates, yCoordinates, times) * MAX_PERCENTILE); } } float ProximityInfoState::calculateBeelineSpeedRate( const int id, const int inputSize, const int *const xCoordinates, const int *const yCoordinates, const int * times) const { if (mSampledInputSize <= 0 || mAverageSpeed < 0.001f) { if (DEBUG_SAMPLING_POINTS){ AKLOGI("--- invalid state: cancel. size = %d, ave = %f", mSampledInputSize, mAverageSpeed); } return 1.0f; } const int lookupRadius = mProximityInfo->getMostCommonKeyWidth() * LOOKUP_RADIUS_PERCENTILE / MAX_PERCENTILE; const int x0 = mSampledInputXs[id]; const int y0 = mSampledInputYs[id]; const int actualInputIndex = mInputIndice[id]; int tempTime = 0; int tempBeelineDistance = 0; int start = actualInputIndex; // lookup forward while (start > 0 && tempBeelineDistance < lookupRadius) { tempTime += times[start] - times[start - 1]; --start; tempBeelineDistance = getDistanceInt(x0, y0, xCoordinates[start], yCoordinates[start]); } // Exclusive unless this is an edge point if (start > 0 && start < actualInputIndex) { ++start; } tempTime= 0; tempBeelineDistance = 0; int end = actualInputIndex; // lookup backward while (end < (inputSize - 1) && tempBeelineDistance < lookupRadius) { tempTime += times[end + 1] - times[end]; ++end; tempBeelineDistance = getDistanceInt(x0, y0, xCoordinates[end], yCoordinates[end]); } // Exclusive unless this is an edge point if (end > actualInputIndex && end < (inputSize - 1)) { --end; } if (start >= end) { if (DEBUG_DOUBLE_LETTER) { AKLOGI("--- double letter: start == end %d", start); } return 1.0f; } const int x2 = xCoordinates[start]; const int y2 = yCoordinates[start]; const int x3 = xCoordinates[end]; const int y3 = yCoordinates[end]; const int beelineDistance = getDistanceInt(x2, y2, x3, y3); int adjustedStartTime = times[start]; if (start == 0 && actualInputIndex == 0 && inputSize > 1) { adjustedStartTime += FIRST_POINT_TIME_OFFSET_MILLIS; } int adjustedEndTime = times[end]; if (end == (inputSize - 1) && inputSize > 1) { adjustedEndTime -= FIRST_POINT_TIME_OFFSET_MILLIS; } const int time = adjustedEndTime - adjustedStartTime; if (time <= 0) { return 1.0f; } if (time >= STRONG_DOUBLE_LETTER_TIME_MILLIS){ return 0.0f; } if (DEBUG_DOUBLE_LETTER) { AKLOGI("--- (%d, %d) double letter: start = %d, end = %d, dist = %d, time = %d, speed = %f," " ave = %f, val = %f, start time = %d, end time = %d", id, mInputIndice[id], start, end, beelineDistance, time, (static_cast(beelineDistance) / static_cast(time)), mAverageSpeed, ((static_cast(beelineDistance) / static_cast(time)) / mAverageSpeed), adjustedStartTime, adjustedEndTime); } // Offset 1% // TODO: Detect double letter more smartly return 0.01f + static_cast(beelineDistance) / static_cast(time) / mAverageSpeed; } bool ProximityInfoState::checkAndReturnIsContinuationPossible(const int inputSize, const int *const xCoordinates, const int *const yCoordinates, const int *const times, const bool isGeometric) const { if (isGeometric) { for (int i = 0; i < mSampledInputSize; ++i) { const int index = mInputIndice[i]; if (index > inputSize || xCoordinates[index] != mSampledInputXs[i] || yCoordinates[index] != mSampledInputYs[i] || times[index] != mTimes[i]) { return false; } } } else { if (inputSize < mSampledInputSize) { // Assuming the cache is invalid if the previous input size is larger than the new one. return false; } for (int i = 0; i < mSampledInputSize && i < MAX_WORD_LENGTH; ++i) { if (xCoordinates[i] != mSampledInputXs[i] || yCoordinates[i] != mSampledInputYs[i]) { return false; } } } return true; } // Calculating point to key distance for all near keys and returning the distance between // the given point and the nearest key position. float ProximityInfoState::updateNearKeysDistances(const int x, const int y, NearKeysDistanceMap *const currentNearKeysDistances) { static const float NEAR_KEY_THRESHOLD = 2.0f; currentNearKeysDistances->clear(); const int keyCount = mProximityInfo->getKeyCount(); float nearestKeyDistance = mMaxPointToKeyLength; for (int k = 0; k < keyCount; ++k) { const float dist = mProximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y); if (dist < NEAR_KEY_THRESHOLD) { currentNearKeysDistances->insert(std::pair(k, dist)); } if (nearestKeyDistance > dist) { nearestKeyDistance = dist; } } return nearestKeyDistance; } // Check if previous point is at local minimum position to near keys. bool ProximityInfoState::isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances, const NearKeysDistanceMap *const prevNearKeysDistances, const NearKeysDistanceMap *const prevPrevNearKeysDistances) const { static const float MARGIN = 0.01f; for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin(); it != prevNearKeysDistances->end(); ++it) { NearKeysDistanceMap::const_iterator itPP = prevPrevNearKeysDistances->find(it->first); NearKeysDistanceMap::const_iterator itC = currentNearKeysDistances->find(it->first); if ((itPP == prevPrevNearKeysDistances->end() || itPP->second > it->second + MARGIN) && (itC == currentNearKeysDistances->end() || itC->second > it->second + MARGIN)) { return true; } } return false; } // Calculating a point score that indicates usefulness of the point. float ProximityInfoState::getPointScore( const int x, const int y, const int time, const bool lastPoint, const float nearest, const float sumAngle, const NearKeysDistanceMap *const currentNearKeysDistances, const NearKeysDistanceMap *const prevNearKeysDistances, const NearKeysDistanceMap *const prevPrevNearKeysDistances) const { static const int DISTANCE_BASE_SCALE = 100; static const float NEAR_KEY_THRESHOLD = 0.6f; static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25; static const float NOT_LOCALMIN_DISTANCE_SCORE = -1.0f; static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 1.0f; static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 2.0f / 3.0f; static const float CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f; static const float CORNER_SCORE = 1.0f; const size_t size = mSampledInputXs.size(); // If there is only one point, add this point. Besides, if the previous point's distance map // is empty, we re-compute nearby keys distances from the current point. // Note that the current point is the first point in the incremental input that needs to // be re-computed. if (size <= 1 || prevNearKeysDistances->empty()) { return 0.0f; } const int baseSampleRate = mProximityInfo->getMostCommonKeyWidth(); const int distPrev = getDistanceInt(mSampledInputXs.back(), mSampledInputYs.back(), mSampledInputXs[size - 2], mSampledInputYs[size - 2]) * DISTANCE_BASE_SCALE; float score = 0.0f; // Location if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances)) { score += NOT_LOCALMIN_DISTANCE_SCORE; } else if (nearest < NEAR_KEY_THRESHOLD) { // Promote points nearby keys score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE; } // Angle const float angle1 = getAngle(x, y, mSampledInputXs.back(), mSampledInputYs.back()); const float angle2 = getAngle(mSampledInputXs.back(), mSampledInputYs.back(), mSampledInputXs[size - 2], mSampledInputYs[size - 2]); const float angleDiff = getAngleDiff(angle1, angle2); // Save corner if (distPrev > baseSampleRate * CORNER_CHECK_DISTANCE_THRESHOLD_SCALE && (sumAngle > CORNER_SUM_ANGLE_THRESHOLD || angleDiff > CORNER_ANGLE_THRESHOLD)) { score += CORNER_SCORE; } return score; } // Sampling touch point and pushing information to vectors. // Returning if previous point is popped or not. bool ProximityInfoState::pushTouchPoint(const int inputIndex, const int nodeCodePoint, int x, int y, const int time, const bool sample, const bool isLastPoint, const float sumAngle, NearKeysDistanceMap *const currentNearKeysDistances, const NearKeysDistanceMap *const prevNearKeysDistances, const NearKeysDistanceMap *const prevPrevNearKeysDistances) { static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4; size_t size = mSampledInputXs.size(); bool popped = false; if (nodeCodePoint < 0 && sample) { const float nearest = updateNearKeysDistances(x, y, currentNearKeysDistances); const float score = getPointScore(x, y, time, isLastPoint, nearest, sumAngle, currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances); if (score < 0) { // Pop previous point because it would be useless. popInputData(); size = mSampledInputXs.size(); popped = true; } else { popped = false; } // Check if the last point should be skipped. if (isLastPoint && size > 0) { if (getDistanceInt(x, y, mSampledInputXs.back(), mSampledInputYs.back()) * LAST_POINT_SKIP_DISTANCE_SCALE < mProximityInfo->getMostCommonKeyWidth()) { // This point is not used because it's too close to the previous point. if (DEBUG_GEO_FULL) { AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, " "width = %d", size, x, y, mSampledInputXs.back(), mSampledInputYs.back(), getDistanceInt(x, y, mSampledInputXs.back(), mSampledInputYs.back()), mProximityInfo->getMostCommonKeyWidth() / LAST_POINT_SKIP_DISTANCE_SCALE); } return popped; } } } if (nodeCodePoint >= 0 && (x < 0 || y < 0)) { const int keyId = mProximityInfo->getKeyIndexOf(nodeCodePoint); if (keyId >= 0) { x = mProximityInfo->getKeyCenterXOfKeyIdG(keyId); y = mProximityInfo->getKeyCenterYOfKeyIdG(keyId); } } // Pushing point information. if (size > 0) { mLengthCache.push_back( mLengthCache.back() + getDistanceInt( x, y, mSampledInputXs.back(), mSampledInputYs.back())); } else { mLengthCache.push_back(0); } mSampledInputXs.push_back(x); mSampledInputYs.push_back(y); mTimes.push_back(time); mInputIndice.push_back(inputIndex); if (DEBUG_GEO_FULL) { AKLOGI("pushTouchPoint: x = %03d, y = %03d, time = %d, index = %d, popped ? %01d", x, y, time, inputIndex, popped); } return popped; } float ProximityInfoState::calculateNormalizedSquaredDistance( const int keyIndex, const int inputIndex) const { if (keyIndex == NOT_AN_INDEX) { return NOT_A_DISTANCE_FLOAT; } if (!mProximityInfo->hasSweetSpotData(keyIndex)) { return NOT_A_DISTANCE_FLOAT; } if (NOT_A_COORDINATE == mSampledInputXs[inputIndex]) { return NOT_A_DISTANCE_FLOAT; } const float squaredDistance = calculateSquaredDistanceFromSweetSpotCenter( keyIndex, inputIndex); const float squaredRadius = square(mProximityInfo->getSweetSpotRadiiAt(keyIndex)); return squaredDistance / squaredRadius; } int ProximityInfoState::getDuration(const int index) const { if (index >= 0 && index < mSampledInputSize - 1) { return mTimes[index + 1] - mTimes[index]; } return 0; } // TODO: Remove the "scale" parameter // This function basically converts from a length to an edit distance. Accordingly, it's obviously // wrong to compare with mMaxPointToKeyLength. float ProximityInfoState::getPointToKeyLength( const int inputIndex, const int codePoint, const float scale) const { const int keyId = mProximityInfo->getKeyIndexOf(codePoint); if (keyId != NOT_AN_INDEX) { const int index = inputIndex * mProximityInfo->getKeyCount() + keyId; return min(mDistanceCache[index] * scale, mMaxPointToKeyLength); } if (isSkippableCodePoint(codePoint)) { return 0.0f; } // If the char is not a key on the keyboard then return the max length. return MAX_POINT_TO_KEY_LENGTH; } float ProximityInfoState::getPointToKeyLength(const int inputIndex, const int codePoint) const { return getPointToKeyLength(inputIndex, codePoint, 1.0f); } // TODO: Remove the "scale" parameter // This function basically converts from a length to an edit distance. Accordingly, it's obviously // wrong to compare with mMaxPointToKeyLength. float ProximityInfoState::getPointToKeyByIdLength( const int inputIndex, const int keyId, const float scale) const { if (keyId != NOT_AN_INDEX) { const int index = inputIndex * mProximityInfo->getKeyCount() + keyId; return min(mDistanceCache[index] * scale, mMaxPointToKeyLength); } // If the char is not a key on the keyboard then return the max length. return static_cast(MAX_POINT_TO_KEY_LENGTH); } float ProximityInfoState::getPointToKeyByIdLength(const int inputIndex, const int keyId) const { return getPointToKeyByIdLength(inputIndex, keyId, 1.0f); } // In the following function, c is the current character of the dictionary word currently examined. // currentChars is an array containing the keys close to the character the user actually typed at // the same position. We want to see if c is in it: if so, then the word contains at that position // a character close to what the user typed. // What the user typed is actually the first character of the array. // proximityIndex is a pointer to the variable where getMatchedProximityId returns the index of c // in the proximity chars of the input index. // Notice : accented characters do not have a proximity list, so they are alone in their list. The // non-accented version of the character should be considered "close", but not the other keys close // to the non-accented version. ProximityType ProximityInfoState::getMatchedProximityId(const int index, const int c, const bool checkProximityChars, int *proximityIndex) const { const int *currentCodePoints = getProximityCodePointsAt(index); const int firstCodePoint = currentCodePoints[0]; const int baseLowerC = toBaseLowerCase(c); // The first char in the array is what user typed. If it matches right away, that means the // user typed that same char for this pos. if (firstCodePoint == baseLowerC || firstCodePoint == c) { return EQUIVALENT_CHAR; } if (!checkProximityChars) return UNRELATED_CHAR; // If the non-accented, lowercased version of that first character matches c, then we have a // non-accented version of the accented character the user typed. Treat it as a close char. if (toBaseLowerCase(firstCodePoint) == baseLowerC) { return NEAR_PROXIMITY_CHAR; } // Not an exact nor an accent-alike match: search the list of close keys int j = 1; while (j < MAX_PROXIMITY_CHARS_SIZE_INTERNAL && currentCodePoints[j] > ADDITIONAL_PROXIMITY_CHAR_DELIMITER_CODE) { const bool matched = (currentCodePoints[j] == baseLowerC || currentCodePoints[j] == c); if (matched) { if (proximityIndex) { *proximityIndex = j; } return NEAR_PROXIMITY_CHAR; } ++j; } if (j < MAX_PROXIMITY_CHARS_SIZE_INTERNAL && currentCodePoints[j] == ADDITIONAL_PROXIMITY_CHAR_DELIMITER_CODE) { ++j; while (j < MAX_PROXIMITY_CHARS_SIZE_INTERNAL && currentCodePoints[j] > ADDITIONAL_PROXIMITY_CHAR_DELIMITER_CODE) { const bool matched = (currentCodePoints[j] == baseLowerC || currentCodePoints[j] == c); if (matched) { if (proximityIndex) { *proximityIndex = j; } return ADDITIONAL_PROXIMITY_CHAR; } ++j; } } // Was not included, signal this as an unrelated character. return UNRELATED_CHAR; } int ProximityInfoState::getSpaceY() const { const int keyId = mProximityInfo->getKeyIndexOf(KEYCODE_SPACE); return mProximityInfo->getKeyCenterYOfKeyIdG(keyId); } float ProximityInfoState::calculateSquaredDistanceFromSweetSpotCenter( const int keyIndex, const int inputIndex) const { const float sweetSpotCenterX = mProximityInfo->getSweetSpotCenterXAt(keyIndex); const float sweetSpotCenterY = mProximityInfo->getSweetSpotCenterYAt(keyIndex); const float inputX = static_cast(mSampledInputXs[inputIndex]); const float inputY = static_cast(mSampledInputYs[inputIndex]); return square(inputX - sweetSpotCenterX) + square(inputY - sweetSpotCenterY); } // Puts possible characters into filter and returns new filter size. int ProximityInfoState::getAllPossibleChars( const size_t index, int *const filter, const int filterSize) const { if (index >= mSampledInputXs.size()) { return filterSize; } int newFilterSize = filterSize; const int keyCount = mProximityInfo->getKeyCount(); for (int j = 0; j < keyCount; ++j) { if (mSearchKeysVector[index].test(j)) { const int keyCodePoint = mProximityInfo->getCodePointOf(j); bool insert = true; // TODO: Avoid linear search for (int k = 0; k < filterSize; ++k) { if (filter[k] == keyCodePoint) { insert = false; break; } } if (insert) { filter[newFilterSize++] = keyCodePoint; } } } return newFilterSize; } bool ProximityInfoState::isKeyInSerchKeysAfterIndex(const int index, const int keyId) const { ASSERT(keyId >= 0); ASSERT(index >= 0 && index < mSampledInputSize); return mSearchKeysVector[index].test(keyId); } void ProximityInfoState::popInputData() { mSampledInputXs.pop_back(); mSampledInputYs.pop_back(); mTimes.pop_back(); mLengthCache.pop_back(); mInputIndice.pop_back(); } float ProximityInfoState::getDirection(const int index0, const int index1) const { if (index0 < 0 || index0 > mSampledInputSize - 1) { return 0.0f; } if (index1 < 0 || index1 > mSampledInputSize - 1) { return 0.0f; } const int x1 = mSampledInputXs[index0]; const int y1 = mSampledInputYs[index0]; const int x2 = mSampledInputXs[index1]; const int y2 = mSampledInputYs[index1]; return getAngle(x1, y1, x2, y2); } float ProximityInfoState::getPointAngle(const int index) const { if (index <= 0 || index >= mSampledInputSize - 1) { return 0.0f; } const float previousDirection = getDirection(index - 1, index); const float nextDirection = getDirection(index, index + 1); const float directionDiff = getAngleDiff(previousDirection, nextDirection); return directionDiff; } float ProximityInfoState::getPointsAngle( const int index0, const int index1, const int index2) const { if (index0 < 0 || index0 > mSampledInputSize - 1) { return 0.0f; } if (index1 < 0 || index1 > mSampledInputSize - 1) { return 0.0f; } if (index2 < 0 || index2 > mSampledInputSize - 1) { return 0.0f; } const float previousDirection = getDirection(index0, index1); const float nextDirection = getDirection(index1, index2); return getAngleDiff(previousDirection, nextDirection); } float ProximityInfoState::getLineToKeyDistance( const int from, const int to, const int keyId, const bool extend) const { if (from < 0 || from > mSampledInputSize - 1) { return 0.0f; } if (to < 0 || to > mSampledInputSize - 1) { return 0.0f; } const int x0 = mSampledInputXs[from]; const int y0 = mSampledInputYs[from]; const int x1 = mSampledInputXs[to]; const int y1 = mSampledInputYs[to]; const int keyX = mProximityInfo->getKeyCenterXOfKeyIdG(keyId); const int keyY = mProximityInfo->getKeyCenterYOfKeyIdG(keyId); return pointToLineSegSquaredDistanceFloat(keyX, keyY, x0, y0, x1, y1, extend); } // Updates probabilities of aligning to some keys and skipping. // Word suggestion should be based on this probabilities. void ProximityInfoState::updateAlignPointProbabilities(const int start) { static const float MIN_PROBABILITY = 0.000001f; static const float MAX_SKIP_PROBABILITY = 0.95f; static const float SKIP_FIRST_POINT_PROBABILITY = 0.01f; static const float SKIP_LAST_POINT_PROBABILITY = 0.1f; static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f; static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f; static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f; static const float NEAREST_DISTANCE_WEIGHT = 0.5f; static const float NEAREST_DISTANCE_BIAS = 0.5f; static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f; static const float NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f; static const float ANGLE_WEIGHT = 0.90f; static const float DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f; static const float SKIP_DEEP_CORNER_PROBABILITY = 0.1f; static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f; static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f; static const float SKIP_CORNER_PROBABILITY = 0.4f; static const float SPEED_MARGIN = 0.1f; static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f; const int keyCount = mProximityInfo->getKeyCount(); mCharProbabilities.resize(mSampledInputSize); // Calculates probabilities of using a point as a correlated point with the character // for each point. for (int i = start; i < mSampledInputSize; ++i) { mCharProbabilities[i].clear(); // First, calculates skip probability. Starts form MIN_SKIP_PROBABILITY. // Note that all values that are multiplied to this probability should be in [0.0, 1.0]; float skipProbability = MAX_SKIP_PROBABILITY; const float currentAngle = getPointAngle(i); const float speedRate = getSpeedRate(i); float nearestKeyDistance = static_cast(MAX_POINT_TO_KEY_LENGTH); for (int j = 0; j < keyCount; ++j) { if (mNearKeysVector[i].test(j)) { const float distance = getPointToKeyByIdLength(i, j); if (distance < nearestKeyDistance) { nearestKeyDistance = distance; } } } if (i == 0) { skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT + NEAREST_DISTANCE_BIAS); // Promote the first point skipProbability *= SKIP_FIRST_POINT_PROBABILITY; } else if (i == mSampledInputSize - 1) { skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT_FOR_LAST + NEAREST_DISTANCE_BIAS_FOR_LAST); // Promote the last point skipProbability *= SKIP_LAST_POINT_PROBABILITY; } else { // If the current speed is relatively slower than adjacent keys, we promote this point. if (getSpeedRate(i - 1) - SPEED_MARGIN > speedRate && speedRate < getSpeedRate(i + 1) - SPEED_MARGIN) { if (currentAngle < CORNER_ANGLE_THRESHOLD) { skipProbability *= min(1.0f, speedRate * 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 * nearestKeyDistance * NEAREST_DISTANCE_WEIGHT + 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; } // 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(i, i - 2, i - 3); if (i >= 3 && prevAngle < STRAIGHT_ANGLE_THRESHOLD && currentAngle > CORNER_ANGLE_THRESHOLD) { skipProbability *= SKIP_CORNER_PROBABILITY; } } // probabilities must be in [0.0, MAX_SKIP_PROBABILITY]; ASSERT(skipProbability >= 0.0f); ASSERT(skipProbability <= MAX_SKIP_PROBABILITY); mCharProbabilities[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); 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; NormalDistribution distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma); static const float PREV_DISTANCE_WEIGHT = 0.5f; static const float NEXT_DISTANCE_WEIGHT = 0.6f; // Summing up probability densities of all near keys. float sumOfProbabilityDensities = 0.0f; for (int j = 0; j < keyCount; ++j) { if (mNearKeysVector[i].test(j)) { float distance = sqrtf(getPointToKeyByIdLength(i, j)); if (i == 0 && i != mSampledInputSize - 1) { // For the first point, weighted average of distances from first point and the // next point to the key is used as a point to key distance. const float nextDistance = sqrtf(getPointToKeyByIdLength(i + 1, j)); if (nextDistance < distance) { // The distance of the first point tends to bigger than continuing // 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); } } else if (i != 0 && i == mSampledInputSize - 1) { // For the first point, weighted average of distances from last point and // the previous point to the key is used as a point to key distance. const float previousDistance = sqrtf(getPointToKeyByIdLength(i - 1, j)); if (previousDistance < distance) { // The distance of the last point tends to bigger than continuing points // 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); } } // TODO: Promote the first point when the extended line from the next input is near // from a key. Also, promote the last point as well. sumOfProbabilityDensities += distribution.getProbabilityDensity(distance); } } // Split the probability of an input point to keys that are close to the input point. for (int j = 0; j < keyCount; ++j) { if (mNearKeysVector[i].test(j)) { float distance = sqrtf(getPointToKeyByIdLength(i, j)); if (i == 0 && i != mSampledInputSize - 1) { // For the first point, weighted average of distances from the first point and // the next point to the key is used as a point to key distance. const float prevDistance = sqrtf(getPointToKeyByIdLength(i + 1, j)); if (prevDistance < distance) { distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT) / (1.0f + NEXT_DISTANCE_WEIGHT); } } else if (i != 0 && i == mSampledInputSize - 1) { // For the first point, weighted average of distances from last point and // the previous point to the key is used as a point to key distance. const float prevDistance = sqrtf(getPointToKeyByIdLength(i - 1, j)); if (prevDistance < distance) { distance = (distance + prevDistance * PREV_DISTANCE_WEIGHT) / (1.0f + PREV_DISTANCE_WEIGHT); } } const float probabilityDensity = distribution.getProbabilityDensity(distance); const float probability = inputCharProbability * probabilityDensity / sumOfProbabilityDensities; mCharProbabilities[i][j] = probability; } } } if (DEBUG_POINTS_PROBABILITY) { for (int i = 0; i < mSampledInputSize; ++i) { std::stringstream sstream; sstream << i << ", "; sstream << "(" << mSampledInputXs[i] << ", " << mSampledInputYs[i] << "), "; sstream << "Speed: "<< getSpeedRate(i) << ", "; sstream << "Angle: "<< getPointAngle(i) << ", \n"; for (hash_map_compat::iterator it = mCharProbabilities[i].begin(); it != mCharProbabilities[i].end(); ++it) { if (it->first == NOT_AN_INDEX) { sstream << it->first << "(skip):" << it->second << "\n"; } else { sstream << it->first << "(" << static_cast(mProximityInfo->getCodePointOf(it->first)) << "):" << it->second << "\n"; } } AKLOGI("%s", sstream.str().c_str()); } } // Decrease key probabilities of points which don't have the highest probability of that key // among nearby points. Probabilities of the first point and the last point are not suppressed. for (int i = max(start, 1); i < mSampledInputSize; ++i) { for (int j = i + 1; j < mSampledInputSize; ++j) { if (!suppressCharProbabilities(i, j)) { break; } } for (int j = i - 1; j >= max(start, 0); --j) { if (!suppressCharProbabilities(i, j)) { break; } } } // Converting from raw probabilities to log probabilities to calculate spatial distance. for (int i = start; i < mSampledInputSize; ++i) { for (int j = 0; j < keyCount; ++j) { hash_map_compat::iterator it = mCharProbabilities[i].find(j); if (it == mCharProbabilities[i].end()){ mNearKeysVector[i].reset(j); } else if(it->second < MIN_PROBABILITY) { // Erases from near keys vector because it has very low probability. mNearKeysVector[i].reset(j); mCharProbabilities[i].erase(j); } else { it->second = -logf(it->second); } } mCharProbabilities[i][NOT_AN_INDEX] = -logf(mCharProbabilities[i][NOT_AN_INDEX]); } } // Decreases char probabilities of index0 by checking probabilities of a near point (index1) and // increases char probabilities of index1 by checking probabilities of index0. bool ProximityInfoState::suppressCharProbabilities(const int index0, const int index1) { ASSERT(0 <= index0 && index0 < mSampledInputSize); ASSERT(0 <= index1 && index1 < mSampledInputSize); 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(mProximityInfo->getMostCommonKeyWidth()); const float diff = fabsf(static_cast(mLengthCache[index0] - mLengthCache[index1])); if (diff > keyWidthFloat * SUPPRESSION_LENGTH_WEIGHT) { return false; } const float suppressionRate = MIN_SUPPRESSION_RATE + diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * SUPPRESSION_WEIGHT; for (hash_map_compat::iterator it = mCharProbabilities[index0].begin(); it != mCharProbabilities[index0].end(); ++it) { hash_map_compat::iterator it2 = mCharProbabilities[index1].find(it->first); if (it2 != mCharProbabilities[index1].end() && it->second < it2->second) { const float newProbability = it->second * suppressionRate; const float suppression = it->second - newProbability; it->second = newProbability; // mCharProbabilities[index0][NOT_AN_INDEX] is the probability of skipping this point. mCharProbabilities[index0][NOT_AN_INDEX] += suppression; // Add the probability of the same key nearby index1 const float probabilityGain = min(suppression * SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN, mCharProbabilities[index1][NOT_AN_INDEX] * SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN); it2->second += probabilityGain; mCharProbabilities[index1][NOT_AN_INDEX] -= probabilityGain; } } return true; } // Get a word that is detected by tracing the most probable string into codePointBuf and // returns probability of generating the word. float ProximityInfoState::getMostProbableString(int *const codePointBuf) const { 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. for (int i = 0; i < mSampledInputSize && index < MAX_WORD_LENGTH - 1; ++i) { float minLogProbability = static_cast(MAX_POINT_TO_KEY_LENGTH); int character = NOT_AN_INDEX; for (hash_map_compat::const_iterator it = mCharProbabilities[i].begin(); it != mCharProbabilities[i].end(); ++it) { const float logProbability = (it->first != NOT_AN_INDEX) ? it->second + DEMOTION_LOG_PROBABILITY : it->second; if (logProbability < minLogProbability) { minLogProbability = logProbability; character = it->first; } } if (character != NOT_AN_INDEX) { codePointBuf[index] = mProximityInfo->getCodePointOf(character); index++; } sumLogProbability += minLogProbability; } codePointBuf[index] = '\0'; return sumLogProbability; } // Returns a probability of mapping index to keyIndex. float ProximityInfoState::getProbability(const int index, const int keyIndex) const { ASSERT(0 <= index && index < mSampledInputSize); hash_map_compat::const_iterator it = mCharProbabilities[index].find(keyIndex); if (it != mCharProbabilities[index].end()) { return it->second; } return static_cast(MAX_POINT_TO_KEY_LENGTH); } } // namespace latinime