Math::...Spline(3pm)
π Math::GSL::BSpline π
okay bestie, welcome to Math::GSL::BSpline β it's a Perl module (that's the (3pm) part, it lives in the user-contributed Perl documentation section) and it's here to help you compute smoothing basis splines. yes. splines. we're being mathematical today and we're thriving. π¦
β¨ NAME β¨
Math::GSL::BSpline β functions for the computation of smoothing basis splines. that's it, that's the whole vibe. π
β¨ SYNOPSIS β¨
use Math::GSL::BSpline qw/:all/;
literally one line, so efficient, so chic, we love a low-effort entrance. π
β¨ DESCRIPTION β¨
okay so here's the whole cast of characters. every function, every arg, no cap. π«Ά
gsl_bspline_alloc($k, $nbreak)β this one allocates a workspace for computing B-splines of order$k. the number of breakpoints is given by$nbreak. that gets you n =$nbreak+$k- 2 basis functions. and if you want cubic B-splines? that's$k = 4, boom, iconic.gsl_bspline_free($w)β frees the memory associated with the workspace$w. cleanup era, we respect it. π§gsl_bspline_ncoeffs($w)β hands you the number of B-spline coefficients, which is n = nbreak + k - 2. yes, same formula, it's consistent, she's reliable.gsl_bspline_ordergsl_bspline_nbreakgsl_bspline_breakpoint
ngl bestie, those last three are just... vibing there. the page lists them and that's all it does. no description, no args, nothing. mysterious main character energy. π
gsl_bspline_knots($breakpts, $w)β this one computes the knots associated with the given breakpoints inside the vector$breakpts, and stores them internally in$w->{knots}. tucked away, cozy. πgsl_bspline_knots_uniform($a, $b, $w)β this one assumes uniformly spaced breakpoints on[$a,$b]and constructs the corresponding knot vector using the previously specifiednbreakparameter. the knots go in$w->{knots}, same spot as before. πΈgsl_bspline_eval($x, $B, $w)β this evaluates all the B-spline basis functions at the position$xand stores them in the vector$B, so that the ith element of$Bis B_i($x). important:$Bmust be of length n =$nbreak+$k- 2. you can also snag that value by callinggsl_bspline_ncoeffs. and listen β it is far more efficient to compute all of the basis functions at once than to compute them individually, due to the nature of the defining recurrence relation. so don't do them one by one, that's not the move, do them together, it's giving efficiency. π₯
for more info on the functions, the page refers you to the GSL official documentation: http://www.gnu.org/software/gsl/manual/html_node/
β¨ EXAMPLES β¨
Coming soon.
literally a cliffhanger. we're all waiting. π
β¨ AUTHORS β¨
Jonathan "Duke" Leto <jonathan@leto.net> and Thierry Moisan <thierry.moisan@gmail.com> β absolute legends, periodt. π
β¨ COPYRIGHT AND LICENSE β¨
Copyright (C) 2008-2024 Jonathan "Duke" Leto and Thierry Moisan
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself. π«Ά
and that's the whole page bestie!! π this one came from perl v5.42.3 and it's dated 2026-08-20 β go forth and spline responsibly, mwah π β¨
π¦ where this page comes from
- ubuntu stonking: libmath-gsl-perl 0.49-1build1 Β· Artistic-1.0-Perl OR GPL-1.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms