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Fill a single-precision floating-point strided array with a specified scalar constant.
To use in Observable,
sfill = require( 'https://cdn.jsdelivr.net/gh/stdlib-js/blas-ext-base-sfill@umd/browser.js' )
To vendor stdlib functionality and avoid installing dependency trees for Node.js, you can use the UMD server build:
var sfill = require( 'path/to/vendor/umd/blas-ext-base-sfill/index.js' )
To include the bundle in a webpage,
<script type="text/javascript" src="https://cdn.jsdelivr.net/gh/stdlib-js/blas-ext-base-sfill@umd/browser.js"></script>
If no recognized module system is present, access bundle contents via the global scope:
<script type="text/javascript">
(function () {
window.sfill;
})();
</script>
Fills a single-precision floating-point strided array x
with a specified scalar constant alpha
.
var Float32Array = require( '@stdlib/array-float32' );
var x = new Float32Array( [ -2.0, 1.0, 3.0, -5.0, 4.0, 0.0, -1.0, -3.0 ] );
sfill( x.length, 5.0, x, 1 );
// x => <Float32Array>[ 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0 ]
The function has the following parameters:
- N: number of indexed elements.
- alpha: scalar constant.
- x: input
Float32Array
. - strideX: index increment.
The N
and stride parameters determine which elements in the strided array are accessed at runtime. For example, to fill every other element
var Float32Array = require( '@stdlib/array-float32' );
var x = new Float32Array( [ -2.0, 1.0, 3.0, -5.0, 4.0, 0.0, -1.0, -3.0 ] );
sfill( 4, 5.0, x, 2 );
// x => <Float32Array>[ 5.0, 1.0, 5.0, -5.0, 5.0, 0.0, 5.0, -3.0 ]
Note that indexing is relative to the first index. To introduce an offset, use typed array
views.
var Float32Array = require( '@stdlib/array-float32' );
// Initial array...
var x0 = new Float32Array( [ 1.0, -2.0, 3.0, -4.0, 5.0, -6.0 ] );
// Create an offset view...
var x1 = new Float32Array( x0.buffer, x0.BYTES_PER_ELEMENT*1 ); // start at 2nd element
// Fill every other element...
sfill( 3, 5.0, x1, 2 );
// x0 => <Float32Array>[ 1.0, 5.0, 3.0, 5.0, 5.0, 5.0 ]
Fills a single-precision floating-point strided array x
with a specified scalar constant alpha
using alternative indexing semantics.
var Float32Array = require( '@stdlib/array-float32' );
var x = new Float32Array( [ -2.0, 1.0, 3.0, -5.0, 4.0, 0.0, -1.0, -3.0 ] );
sfill.ndarray( x.length, 5.0, x, 1, 0 );
// x => <Float32Array>[ 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0 ]
The function has the following additional parameters:
- offsetX: starting index.
While typed array
views mandate a view offset based on the underlying buffer, the offset parameter supports indexing semantics based on a starting index. For example, to access only the last three elements of the strided array
var Float32Array = require( '@stdlib/array-float32' );
var x = new Float32Array( [ 1.0, -2.0, 3.0, -4.0, 5.0, -6.0 ] );
sfill.ndarray( 3, 5.0, x, 1, x.length-3 );
// x => <Float32Array>[ 1.0, -2.0, 3.0, 5.0, 5.0, 5.0 ]
- If
N <= 0
, both functions return the strided array unchanged.
<!DOCTYPE html>
<html lang="en">
<body>
<script type="text/javascript" src="https://cdn.jsdelivr.net/gh/stdlib-js/random-array-discrete-uniform@umd/browser.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/gh/stdlib-js/blas-ext-base-sfill@umd/browser.js"></script>
<script type="text/javascript">
(function () {
var x = discreteUniform( 10, -100, 100, {
'dtype': 'float32'
});
console.log( x );
sfill( x.length, 5.0, x, 1 );
console.log( x );
})();
</script>
</body>
</html>
@stdlib/blas-ext/base/dfill
: fill a double-precision floating-point strided array with a specified scalar constant.@stdlib/blas-ext/base/gfill
: fill a strided array with a specified scalar constant.
This package is part of stdlib, a standard library for JavaScript and Node.js, with an emphasis on numerical and scientific computing. The library provides a collection of robust, high performance libraries for mathematics, statistics, streams, utilities, and more.
For more information on the project, filing bug reports and feature requests, and guidance on how to develop stdlib, see the main project repository.
See LICENSE.
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