ChanServ changed the topic of #ocaml to: Discussions about the OCaml programming language | http://caml.inria.fr/ | http://www.ocaml.org | OCaml 4.01.0 announce at http://bit.ly/1851A3R | Logs at http://irclog.whitequark.org/ocaml
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<whitequark> is there an ocaml library for solving systems of polynomial equations?
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<mrvn> Not necessarily. read/write can do multiple pages.
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<whitequark> ?
<mrvn> ewin, sorry
<zozozo> whitequark: not as far as i know, if you want, I have one for solving linear systems though
<whitequark> zozozo: specifically, I want to find intersections of bezier curves
<companion_cube> whitequark: I suppose you mean finding approximate solutions, in general?
<whitequark> not even really in general... but yeah
<whitequark> hm, and probably also find normals to bezier curves
<whitequark> I have an alternative solution that involves using an ocaml program to generate a python script to invoke some C++ to generate some g-code
<whitequark> it is somewhat involved
<companion_cube> :D
<companion_cube> g-code is blueprint for 3d printers, isn't it?
<whitequark> g-code instructs a toolpath to a CNC machine
<whitequark> in my case it's a CNC mill controlled by linuxcnc. 3D printers can use g-code too, or usually a subset thereof
<whitequark> basically I need area clearing. use, say, an ø 1mm tool to clear a square 10x10mm.
<whitequark> for that you usually offset the shape by d/2 until it's all filled
<whitequark> there is inkscape's gcodetools, but it uses inkscape's internal offsetting algorithm, and it produces horrifying artifacts
<whitequark> there's also like 50 shitty, slow, stupid open-source "CAMs" which I won't even mention because none of them deserves that
<whitequark> except PyCAM, which, while being oddly popular, is bad enough that it can easily spend half an hour on a completely trivial model
<whitequark> there's heekscnc however, which uses some sound math underneath and produces *amazing* gcode, but normally it's supposed to be used with heekscad, and well... see the part about shitty, slow open-source stuff above
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<bernardofpc> whitequark: two quiestions: how precise must that be, and (related) what do you mean by "clear a 10x10 using something of diameter = 1 ?
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<whitequark> bernardofpc: hm, well, I have repeat positioning accuracy of 50µm, so it's pointless to be more precise than that
<whitequark> definitely pointless to be more precise than 1µm, as that's the microstepping limit
<whitequark> well, imagine a rotary tool that, when plunged into material, mills out a cylinder
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<mrvn> The bit is round, right? Wouldn't it make more sense to fill the area with a hex pattern?
<whitequark> now imagine you need to make a depression in material in the form of rectangle
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<whitequark> mrvn: not really, you aren't stacking balls next to each other
<whitequark> you're trying to make a smooth flat surface
<mrvn> And then tight stepping fo the border to get smooth edges.
<bernardofpc> whitequark: then you get rounded corners ?
<whitequark> bernardofpc: of course
<mrvn> whitequark: overlaping circles in a hex pattern to fill the area.
<whitequark> well, only concave rounded corners. convex corners are good
<whitequark> mrvn: pointless
<mrvn> whitequark: better than a square patern
<whitequark> you don't lower the tool only for circles, plunging is slow and isn't good for material
<whitequark> decreasing size square pattern results in much better finish
<bernardofpc> whitequark: the tool drills continuously, I presume ?
<mrvn> so what do you do? lower the tool and then move sideways?
<whitequark> bernardofpc: mills. in principle you can stop/start it, but that's not a good idea
<whitequark> mrvn: yes
<bernardofpc> right, so that's the point of Bz curves
<mrvn> ok, then yeah, hex pattern doesn't make sense.
<bernardofpc> you "follow" those along your surface
<bernardofpc> and you want this Bz to fill some area ?
<whitequark> bernardofpc: um, I don't have a surface, I only need 2D
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<whitequark> I have a shape in SVG, SVG defines shapes via bezier curves
<mrvn> The I would do a square first to get the border nice. Then half a tool size inset a spiral
<bernardofpc> surface is 2d for me ^^
<whitequark> I want to clear an arbitrarily shaped area. for that, I need to take a shape defined by bezier curves, then progressively make it smaller by d/2
<bernardofpc> the Bz is the border of your stuff, ok
<mrvn> whitequark: that would be the simple generalization of the suqare cutting.
<whitequark> mrvn: order doesn't matter much, but yes, that's how it's commonly done
<whitequark> however if you scale down the Bz curve, you get a thing called constant TEA (tool engagement angle)
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<bernardofpc> and you need to find the intercepts that your SVG "specifies"
<whitequark> basically the size of the chip your tool cuts is always constant
<whitequark> so it deflects always the same amount (important if your tool is thin and you want it to go fast)
<whitequark> bernardofpc: not quite, the SVG specifies non-self-intersecting shapes. convex mostly, even
<whitequark> but imagine what would happen if I try to make a shape smaller by d/2
<mrvn> (order doesn't matter but its easier to think that way) If you first do the border you have that exact. Then you can rasterize the interior with a 1/2 tool size grid and sort of flood fill.
<whitequark> mrvn: see the TEA comment above
<whitequark> bernardofpc: so, your first idea would be to just apply an affine transform to Bz, under which they're invariant
<bernardofpc> right
<whitequark> but that doesn't work. imagine a "dumbbell" shape, with fat ends but small center
<bernardofpc> (smaller by 50% you mean ?)
<mrvn> whitequark: do you have U shapes? Because if you shrink that that wo't work.
<whitequark> oh, yeah, that too
<whitequark> so the second idea is to project all of the control points to the curve, then move them in this normal direction
<whitequark> does it even make sense?
<whitequark> and yeah, if it does, at some point you'd make such a "dumbbell" shape self-intersect. then you need to cut off the part after self-intersection.
<mrvn> You want a new curve that is never ouside the area and at most 1/2 tool size from the previous curve.
<whitequark> mrvn: exactly.
<bernardofpc> oh
<whitequark> exactly = you're right and exactly = it should be exactly 1/2 tool size from the previous one
<mrvn> doesn't hur if it is sometimes less.
<bernardofpc> you want distance to border, not rescaling
<whitequark> const TEA is a big win, so it hurts
<whitequark> bernardofpc: yes!
<bernardofpc> that's why (trivially) it's not an affine problem
<whitequark> yes.
<bernardofpc> I guess that's hard
<bernardofpc> (I mean, mathematically)
<mrvn> You might have a 8 shape and he area splits in two while you shrink.
<whitequark> yes. I want it to split.
<mrvn> Idea: YOu have the curve, you have the normal to the curve at the control points. If you project the control points 1/2 tool size inside what happens to te curve?
<whitequark> mrvn: that's exactly what I have described above -_-
<mrvn> yeah. Does that work?
<bernardofpc> mrvn: if your control point is the middle of the 8, what do you do ?
<whitequark> I have no idea really, but I thought it could be worthwhile to pursue
<mrvn> You have to detect overlaps and then split the problem in two.
<whitequark> mrvn: didn't code it, I suck at cartesian geometry
<whitequark> mrvn: and now you've arrived to my initial question, "how do I detect that two bezier curves intersect"
<mrvn> hehe
<mrvn> How large is the area in terms of positional accuracy? Could you just rasterize and keep a bitmap and check for ovelas as you draw in the tools progress?
<whitequark> I've tried to run it through <canvas> (yes, the tag) based svg2gcode
<whitequark> it produced a 59MB file over the course of about half a hour or something
<bernardofpc> whitequark: wild guess: if you can decompose your stuff in convex parts, then maybe scaling will be bood enouth
<whitequark> do I have to explain how is this unacceptable?
<bernardofpc> *good
<whitequark> bernardofpc: hmm
<mrvn> 1) draw the original curve, 2) split into convex parts, 3) fill convex parts
<bernardofpc> maybe more precisely : if the curvature radius of your border is >= d (maybe d/2) then I guess it is enough
<mrvn> bernardofpc: how do you split a curve into convex parts?
<bernardofpc> good question
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<mrvn> I guess you have to change a closed curve into an ope curve and a line between the ends.
<bernardofpc> since we have (maybe) a stronger curvature requirement, and the border is given, it is maybe not *so* complex
<bernardofpc> you probably have to make overlapping areas in the cut
<mrvn> they have to overlap or you get imperfection at the border.
<whitequark> grmbl
<bernardofpc> (think dumbbell again, even if two big squares + one big rectangle would be nice...)
<mrvn> whitequark: given a curve if you take half the control points plus the derivatives a the end point you can match the partial curve perfectly, right?
<bernardofpc> algorithmic geometry is awfully simple to describe, and awfully hard to program
<mrvn> whitequark: why is filling the shape by scanlines/floodfill bad? Do you get artefacts when you change direction by 90° or when the tool bit hits different amounts of material?
<whitequark> when it hits different amounts of material
<mrvn> does that change the depth or just make the positioning overshoot?
<whitequark> it makes the tool bend, which can add artifacts or just break it entirely
<whitequark> so you have to go sloooooooower
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<whitequark> when you need to fill several cm² with a 0.6mm or 0.2mm tool, "slow" becomes "nope"
<mrvn> Ok. BAD. :) I guess you have to start slow when you go from an open area to full cutting.
<mrvn> How do you drive the machine? Do you send it x/y deltas to move the bit or angel+speed?
<mrvn> or send a curve and wait for it to finish?
<whitequark> a curve and wait it to finish
<whitequark> no, feedback is not realistically possible, beginning with the fact of "how are you going to physically collect it"
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<whitequark> usually you'd get only machines which can interpret G1/G2/G3, which is straight feeds and arc (ellipse segment) feeds
<whitequark> but in my case I've linuxcnc, which can interpret quadratic beizer and NURBS
<whitequark> so I want to directly translate the SVG input to NURBS, if at all possible
<whitequark> splitting the splines into thousands tiny straight feeds isn't good really
<whitequark> not even in dozens of tiny arcs.
<whitequark> although that's much better (but also interpolation from splines is a bitch, whereas for NURBS it's direct.)
<mrvn> Idea: 1) draw original cruve as is, 2) render curve on a high resolution grid, 3) place turtle on a control point and let it walk towards the next point shifted inwards until it is 1/2 tool size from the border, 4) let the turtle follow the border smoothing the curve a bit so you don't get too many points
<mrvn> When the turtle is stuck look for unfilled parts and repeat.
<whitequark> what?
<whitequark> turtle?..
<mrvn> simulated
<whitequark> and when does rasterization come into question?
<mrvn> for the simulated turtle. it walks on the rasterized grid.
<whitequark> I'm wary of anything that involves rasterizing cm² or even dm² with resolution of dozens of µm
<whitequark> perhaps I should just bind libarea to ocaml
<mrvn> 10^-6m resolution?
<whitequark> repeated positioning resolution of my mill is 50µm. it makes sense to go a bit further, to ensure that you don't compound the error
<whitequark> so, 10µm sounds good
<whitequark> except when it is not
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<whitequark> https://github.com/Heeks/libarea ← this one
<whitequark> it has, I think, three vector implementations...
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<orbitz> smondet: I've been following the biocaml error guidelines. What are your thoughts so far? I quite like polymorphic variants for this but I know Ashish seems to have had some negative experiences
<reynir> I used cohttp.async for a program, but the program just closes the connection when a client makes a request with 'Connection: close' in the headers
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<smondet> orbitz: I also like the polymorphic variants for errors, they require discipline which is a good thing
<orbitz> So far I haven't had too much issue integrating it with other APIs too, you have to write some wrapper logic, usually, but that can be wrapped. But I haven't done a lot of code with this style so maybe it falls apart at scale
<smondet> but I leave the discussion on biocaml mostly to the other guys, because I don't use biocaml right now
<orbitz> One nice thing about biocaml is I would imagine people will mostly be living inside biocaml framework the whole time so integrating with other code is, perhaps, less problematic
<smondet> at scale it require always more discipline :)
<orbitz> what are you upto these days?
<smondet> I changed jobs, I'm at Mount Sinai Health System
<orbitz> Are you with the cloudera guy?
<orbitz> cool
<orbitz> is it in ocaml?
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<smondet> there is scala, python, and ocaml (now)
<orbitz> Cool
<def`> cool
<orbitz> <rant>I simply cannot get into Scala</rant>
* tane agrees on that
<smondet> Scala is a very bad language indeed
<smondet> it has null pointers
<reynir> Re my previous msg: seems like it's a bug that has been fixed in the repo
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<mk270> is there an idiom/shortcut in lwt for "foo >>= (fun () -> bar)" ... to get rid of the "fun () ->" bit?
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<mfp> mk270: (assuming you're using the syntax extension) foo >> bar
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<foopm7> hello
<foopm7> does ocaml have a arbitrary-precision integer library?
<Drup> yes
<Drup> zarith
<Drup> you can use the num library too, which is provided with the compiler, but zarith is better in every way, so you should use that
<foopm7> i see. thanks.
<foopm7> i'll try using the built-in library first
<reynir> zarith is much much faster
<Drup> and the API is better
<mk270> mfp: thanks
<reynir> yea, had a program that took 10 mins with the built-in and less than one second with zarith
<foopm7> interesting
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