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## Recent Snippets See all snippets by Geometry

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public
by Geometry
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### Random: Returns a random symbol within the given symbol probabilities.

Returns a random symbol within the given symbol probabilities.
The probabilities for the discrete symbols.
A random symbol within the given probabilities.

/// <summary> /// Returns a random symbol within the given symbol probabilities. /// </summary> /// /// <param name="probabilities">The probabilities for the discrete symbols.</param> /// /// <returns>A random symbol within the given probabilities.</returns> /// public static int Random(double[] probabilities) { double uniform = Accord.Math.Random.Generator.Random.NextDouble(); double cumulativeSum = 0; // Use the probabilities to partition the [0,1] interval // and check inside which range the values fall into. for (int i = 0; i < probabilities.Length; i++) { cumulativeSum += probabilities[i]; if (uniform < cumulativeSum) return i; } throw new InvalidOperationException("Generated value is not between 0 and 1."); }

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public
by Geometry
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### Uniform: Constructs a new uniform discrete distribution.

Constructs a new uniform discrete distribution.
The integer value where the distribution starts, also
known as a. Default value is 0.
The integer value where the distribution ends, also
known as b.

/// <summary> /// Constructs a new uniform discrete distribution. /// </summary> /// /// <param name="a"> /// The integer value where the distribution starts, also /// known as <c>a</c>. Default value is 0.</param> /// <param name="b"> /// The integer value where the distribution ends, also /// known as <c>b</c>.</param> /// public static GeneralDiscreteDistribution Uniform(int a, int b) { if (a > b) { throw new ArgumentOutOfRangeException("b", "The starting number a must be lower than b."); } return new GeneralDiscreteDistribution(a, b - a + 1); }

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public
by Geometry
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### WMinimum: Computes the Wilcoxon's W statistic.

Computes the Wilcoxon's W statistic.
The W statistic is computed as the
minimum of the W+ and W- statistics.

/// <summary> /// Computes the Wilcoxon's W statistic. /// </summary> /// /// <remarks> /// The W statistic is computed as the /// minimum of the W+ and W- statistics. /// </remarks> /// public static double WMinimum(int[] signs, double[] ranks) { double wp = 0, wn = 0; for (int i = 0; i < signs.Length; i++) { if (signs[i] < 0) wn += ranks[i]; else if (signs[i] > 0) wp += ranks[i]; } double min = Math.Min(wp, wn); return min; }

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public
by Geometry
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### WNegative: Computes the Wilcoxon's W- statistic.

Computes the Wilcoxon's W- statistic.
The W- statistic is computed as the
sum of all negative signed ranks.

/// <summary> /// Computes the Wilcoxon's W- statistic. /// </summary> /// /// <remarks> /// The W- statistic is computed as the /// sum of all negative signed ranks. /// </remarks> /// public static double WNegative(int[] signs, double[] ranks) { double sum = 0; for (int i = 0; i < signs.Length; i++) if (signs[i] < 0) sum += ranks[i]; return sum; }

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public
by Geometry
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### WPositive: Computes the Wilcoxon's W+ statistic.

Computes the Wilcoxon's W+ statistic.
The W+ statistic is computed as the
sum of all positive signed ranks.

/// <summary> /// Computes the Wilcoxon's W+ statistic. /// </summary> /// /// <remarks> /// The W+ statistic is computed as the /// sum of all positive signed ranks. /// </remarks> /// public static double WPositive(int[] signs, double[] ranks) { double sum = 0; for (int i = 0; i < signs.Length; i++) if (signs[i] > 0) sum += ranks[i]; return sum; }