作为我项目的一部分,我需要在C ++中以封闭形式解决四次多项式。
A * x 4 + B * x 3 + C * x 2 + D * x + E = 0
我找到了几个链接到这个目的。其中一个是here。但它计算所有的根源,而我只想要真正的根源。算法主要使用法拉利的方法来减少顺序。
bool solveQuartic(double a, double b, double c, double d, double e, double &root)
{
// I switched to this method, and it seems to be more numerically stable.
// http://www.gamedev.n...topic_id=451048
// When a or (a and b) are magnitudes of order smaller than C,D,E
// just ignore them entirely. This seems to happen because of numerical
// inaccuracies of the line-circle algorithm. I wanted a robust solver,
// so I put the fix here instead of there.
if(a == 0.0 || abs(a/b) < 1.0e-5 || abs(a/c) < 1.0e-5 || abs(a/d) < 1.0e-5)
return solveCubic(b, c, d, e, root);
double B = b/a, C = c/a, D = d/a, E = e/a;
double BB = B*B;
double I = -3.0*BB*0.125 + C;
double J = BB*B*0.125 - B*C*0.5 + D;
double K = -3*BB*BB/256.0 + C*BB/16.0 - B*D*0.25 + E;
double z;
bool foundRoot2 = false, foundRoot3 = false, foundRoot4 = false, foundRoot5 = false;
if(solveCubic(1.0, I+I, I*I - 4*K, -(J*J), z))
{
double value = z*z*z + z*z*(I+I) + z*(I*I - 4*K) - J*J;
double p = sqrt(z);
double r = -p;
double q = (I + z - J/p)*0.5;
double s = (I + z + J/p)*0.5;
bool foundRoot = false, foundARoot;
double aRoot;
foundRoot = solveQuadratic(1.0, p, q, root);
root -= B/4.0;
foundARoot = solveQuadratic(1.0, r, s, aRoot);
aRoot -= B/4.0;
if((foundRoot && foundARoot && ((aRoot < root && aRoot >= 0.0)
|| root < 0.0)) || (!foundRoot && foundARoot))
{
root = aRoot;
foundRoot = true;
}
foundARoot = solveQuadraticOther(1.0, p, q, aRoot);
aRoot -= B/4.0;
if((foundRoot && foundARoot && ((aRoot < root && aRoot >= 0.0)
|| root < 0.0)) || (!foundRoot && foundARoot))
{
root = aRoot;
foundRoot = true;
}
foundARoot = solveQuadraticOther(1.0, r, s, aRoot);
aRoot -= B/4.0;
if((foundRoot && foundARoot && ((aRoot < root && aRoot >= 0.0)
|| root < 0.0)) || (!foundRoot && foundARoot))
{
root = aRoot;
foundRoot = true;
}
return foundRoot;
}
return false;
}
这使用solveCubic(),它提供了实数和虚数解决方案:
bool solveCubic(double &a, double &b, double &c, double &d, double &root)
{
if(a == 0.0 || abs(a/b) < 1.0e-6)
return solveQuadratic(b, c, d, root);
double B = b/a, C = c/a, D = d/a;
double Q = (B*B - C*3.0)/9.0, QQQ = Q*Q*Q;
double R = (2.0*B*B*B - 9.0*B*C + 27.0*D)/54.0, RR = R*R;
// 3 real roots
if(RR<QQQ)
{
/* This sqrt and division is safe, since RR >= 0, so QQQ > RR, */
/* so QQQ > 0. The acos is also safe, since RR/QQQ < 1, and */
/* thus R/sqrt(QQQ) < 1. */
double theta = acos(R/sqrt(QQQ));
/* This sqrt is safe, since QQQ >= 0, and thus Q >= 0 */
double r1, r2, r3;
r1 = r2 = r3 = -2.0*sqrt(Q);
r1 *= cos(theta/3.0);
r2 *= cos((theta+2*PI)/3.0);
r3 *= cos((theta-2*PI)/3.0);
r1 -= B/3.0;
r2 -= B/3.0;
r3 -= B/3.0;
root = 1000000.0;
if(r1 >= 0.0) root = r1;
if(r2 >= 0.0 && r2 < root) root = r2;
if(r3 >= 0.0 && r3 < root) root = r3;
return true;
}
// 1 real root
else
{
double A2 = -pow(fabs®+sqrt(RR-QQQ),1.0/3.0);
if (A2!=0.0) {
if (R<0.0) A2 = -A2;
root = A2 + Q/A2;
}
root -= B/3.0;
return true;
}
}
以下是一些解释代码的链接。 solveCubic和solveQuartic
是否有人可以修改代码来解决实际根的四次多项式?
我想尽可能高效地实施它。顺便说一句,如果有人为此目的引入了一个有用的库,比如LAPACK,我会很感激(它似乎无法直接计算四次多项式的根)。