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Create a 16-bit unsigned integer zero-dimensional ndarray.
npm install @stdlib/ndarray-tensor0d-uint16Alternatively,
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var Uint16Tensor0D = require( '@stdlib/ndarray-tensor0d-uint16' );Returns a zero-dimensional 16-bit unsigned integer ndarray.
var arr = new Uint16Tensor0D();
// returns <ndarray>[ 0 ]The function accepts the following options:
- order: specifies whether an ndarray is
'row-major'(C-style) or'column-major'(Fortran-style). Default:'row-major'. - readonly: boolean indicating whether an array should be read-only. Default:
false.
Creates a zero-dimensional 16-bit unsigned integer ndarray from a scalar value.
var arr = new Uint16Tensor0D( 1 );
// returns <ndarray>[ 1 ]Returns a zero-dimensional 16-bit unsigned integer ndarray view of an ArrayBuffer.
var ArrayBuffer = require( '@stdlib/array-buffer' );
var buf = new ArrayBuffer( 10 );
var arr1 = new Uint16Tensor0D( buf );
// returns <ndarray>[ 0 ]
var arr2 = new Uint16Tensor0D( buf, 8 );
// returns <ndarray>[ 0 ]- The function does not guard against precision loss when providing non-integer scalar values. Such values are truncated during ndarray creation.
var discreteUniform = require( '@stdlib/random-base-discrete-uniform' );
var map = require( '@stdlib/ndarray-map' );
var Uint16Tensor0D = require( '@stdlib/ndarray-tensor0d-uint16' );
// Create a zero-dimensional ndarray containing a random value:
var x = new Uint16Tensor0D( discreteUniform( 1, 100 ) );
console.log( x.get() );
// Define a function which applies a threshold:
function threshold( v ) {
return ( v > 10 ) ? v : 0;
}
// Apply threshold:
var y = map( x, threshold );
console.log( y.get() );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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