Rotation.java

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org.apache.commons.math.geometry
Commons Math

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/* * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed with * this work for additional information regarding copyright ownership. * The ASF licenses this file to You under the Apache License, Version 2.0 * (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.apache.commons.math.geometry; import java.io.Serializable; /** * This class implements rotations in a three-dimensional space. * * <p>Rotations can be represented by several different mathematical * entities (matrices, axe and angle, Cardan or Euler angles, * quaternions). This class presents an higher level abstraction, more * user-oriented and hiding this implementation details. Well, for the * curious, we use quaternions for the internal representation. The * user can build a rotation from any of these representations, and * any of these representations can be retrieved from a * <code>Rotation</code> instance (see the various constructors and * getters). In addition, a rotation can also be built implicitely * from a set of vectors and their image.</p> * <p>This implies that this class can be used to convert from one * representation to another one. For example, converting a rotation * matrix into a set of Cardan angles from can be done using the * followong single line of code:</p> * <pre> * double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ); * </pre> * <p>Focus is oriented on what a rotation <em>do</em> rather than on its * underlying representation. Once it has been built, and regardless of its * internal representation, a rotation is an <em>operator</em> which basically * transforms three dimensional {@link Vector3D vectors} into other three * dimensional {@link Vector3D vectors}. Depending on the application, the * meaning of these vectors may vary and the semantics of the rotation also.</p> * <p>For example in an spacecraft attitude simulation tool, users will often * consider the vectors are fixed (say the Earth direction for example) and the * rotation transforms the coordinates coordinates of this vector in inertial * frame into the coordinates of the same vector in satellite frame. In this * case, the rotation implicitely defines the relation between the two frames. * Another example could be a telescope control application, where the rotation * would transform the sighting direction at rest into the desired observing * direction when the telescope is pointed towards an object of interest. In this * case the rotation transforms the directionf at rest in a topocentric frame * into the sighting direction in the same topocentric frame. In many case, both * approaches will be combined, in our telescope example, we will probably also * need to transform the observing direction in the topocentric frame into the * observing direction in inertial frame taking into account the observatory * location and the Earth rotation.</p> * * <p>These examples show that a rotation is what the user wants it to be, so this * class does not push the user towards one specific definition and hence does not * provide methods like <code>projectVectorIntoDestinationFrame</code> or * <code>computeTransformedDirection</code>. It provides simpler and more generic * methods: {@link #applyTo(Vector3D) applyTo(Vector3D)} and {@link * #applyInverseTo(Vector3D) applyInverseTo(Vector3D)}.</p> * * <p>Since a rotation is basically a vectorial operator, several rotations can be * composed together and the composite operation <code>r = r<sub>1</sub> o * r<sub>2</sub></code> (which means that for each vector <code>u</code>, * <code>r(u) = r<sub>1</sub>(r<sub>2</sub>(u))</code>) is also a rotation. Hence * we can consider that in addition to vectors, a rotation can be applied to other * rotations as well (or to itself). With our previous notations, we would say we * can apply <code>r<sub>1</sub></code> to <code>r<sub>2</sub></code> and the result * we get is <code>r = r<sub>1</sub> o r<sub>2</sub></code>. For this purpose, the * class provides the methods: {@link #applyTo(Rotation) applyTo(Rotation)} and * {@link #applyInverseTo(Rotation) applyInverseTo(Rotation)}.</p> * * <p>Rotations are guaranteed to be immutable objects.</p> * * @version $Revision: 627994 $ $Date: 2008-02-15 05:16:05 -0500 (Fri, 15 Feb 2008) $ * @see Vector3D * @see RotationOrder * @since 1.2 */ public class Rotation implements Serializable { /** Build the identity rotation. */ public Rotation() { q0 = 1; q1 = 0; q2 = 0; q3 = 0; } /** Build a rotation from the quaternion coordinates. * <p>A rotation can be built from a <em>normalized</em> quaternion, * i.e. a quaternion for which q<sub>0</sub><sup>2</sup> + * q<sub>1</sub><sup>2</sup> + q<sub>2</sub><sup>2</sup> + * q<sub>3</sub><sup>2</sup> = 1. If the quaternion is not normalized, * the constructor can normalize it in a preprocessing step.</p> * @param q0 scalar part of the quaternion * @param q1 first coordinate of the vectorial part of the quaternion * @param q2 second coordinate of the vectorial part of the quaternion * @param q3 third coordinate of the vectorial part of the quaternion * @param needsNormalization if true, the coordinates are considered * not to be normalized, a normalization preprocessing step is performed * before using them */ public Rotation(double q0, double q1, double q2, double q3, boolean needsNormalization) { if (needsNormalization) { // normalization preprocessing double inv = 1.0 / Math.sqrt(q0 * q0 + q1 * q1 + q2 * q2 + q3 * q3); q0 *= inv; q1 *= inv; q2 *= inv; q3 *= inv; } this.q0 = q0; this.q1 = q1; this.q2 = q2; this.q3 = q3; } /** Build a rotation from an axis and an angle. * <p>We use the convention that angles are oriented according to * the effect of the rotation on vectors around the axis. That means * that if (i, j, k) is a direct frame and if we first provide +k as * the axis and PI/2 as the angle to this constructor, and then * {@link #applyTo(Vector3D) apply} the instance to +i, we will get * +j.</p> * @param axis axis around which to rotate * @param angle rotation angle. * @exception ArithmeticException if the axis norm is zero */ public Rotation(Vector3D axis, double angle) { double norm = axis.getNorm(); if (norm == 0) { throw new ArithmeticException("zero norm for rotation axis"); } double halfAngle = -0.5 * angle; double coeff = Math.sin(halfAngle) / norm; q0 = Math.cos (halfAngle); q1 = coeff * axis.getX(); q2 = coeff * axis.getY(); q3 = coeff * axis.getZ(); } /** Build a rotation from a 3X3 matrix. * <p>Rotation matrices are orthogonal matrices, i.e. unit matrices * (which are matrices for which m.m<sup>T</sup> = I) with real * coefficients. The module of the determinant of unit matrices is * 1, among the orthogonal 3X3 matrices, only the ones having a * positive determinant (+1) are rotation matrices.</p> * <p>When a rotation is defined by a matrix with truncated values * (typically when it is extracted from a technical sheet where only * four to five significant digits are available), the matrix is not * orthogonal anymore. This constructor handles this case * transparently by using a copy of the given matrix and applying a * correction to the copy in order to perfect its orthogonality. If * the Frobenius norm of the correction needed is above the given * threshold, then the matrix is considered to be too far from a * true rotation matrix and an exception is thrown.<p> * @param m rotation matrix * @param threshold convergence threshold for the iterative * orthogonality correction (convergence is reached when the * difference between two steps of the Frobenius norm of the * correction is below this threshold) * @exception NotARotationMatrixException if the matrix is not a 3X3 * matrix, or if it cannot be transformed into an orthogonal matrix * with the given threshold, or if the determinant of the resulting * orthogonal matrix is negative */ public Rotation(double[][] m, double threshold) throws NotARotationMatrixException { // dimension check if ((m.length != 3) || (m[0].length != 3) || (m[1].length != 3) || (m[2].length != 3)) { throw new NotARotationMatrixException("a {0}x{1} matrix" + " cannot be a rotation matrix", new Object[] { Integer.toString(m.length), Integer.toString(m[0].length) }); } // compute a "close" orthogonal matrix double[][] ort = orthogonalizeMatrix(m, threshold); // check the sign of the determinant double det = ort[0][0] * (ort[1][1] * ort[2][2] - ort[2][1] * ort[1][2]) - ort[1][0] * (ort[0][1] * ort[2][2] - ort[2][1] * ort[0][2]) + ort[2][0] * (ort[0][1] * ort[1][2] - ort[1][1] * ort[0][2]); if (det < 0.0) { throw new NotARotationMatrixException("the closest orthogonal matrix" + " has a negative determinant {0}", new Object[] { Double.toString(det) }); } // There are different ways to compute the quaternions elements // from the matrix. They all involve computing one element from // the diagonal of the matrix, and computing the three other ones // using a formula involving a division by the first element, // which unfortunately can be zero. Since the norm of the // quaternion is 1, we know at least one element has an absolute // value greater or equal to 0.5, so it is always possible to // select the right formula and avoid division by zero and even // numerical inaccuracy. Checking the elements in turn and using // the first one greater than 0.45 is safe (this leads to a simple // test since qi = 0.45 implies 4 qi^2 - 1 = -0.19) double s = ort[0][0] + ort[1][1] + ort[2][2]; if (s > -0.19) { // compute q0 and deduce q1, q2 and q3 q0 = 0.5 * Math.sqrt(s + 1.0); double inv = 0.25 / q0; q1 = inv * (ort[1][2] - ort[2][1]); q2 = inv * (ort[2][0] - ort[0][2]); q3 = inv * (ort[0][1] - ort[1][0]); } else { s = ort[0][0] - ort[1][1] - ort[2][2]; if (s > -0.19) { // compute q1 and deduce q0, q2 and q3 q1 = 0.5 * Math.sqrt(s + 1.0); double inv = 0.25 / q1; q0 = inv * (ort[1][2] - ort[2][1]); q2 = inv * (ort[0][1] + ort[1][0]); q3 = inv * (ort[0][2] + ort[2][0]); } else { s = ort[1][1] - ort[0][0] - ort[2][2]; if (s > -0.19) { // compute q2 and deduce q0, q1 and q3 q2 = 0.5 * Math.sqrt(s + 1.0); double inv = 0.25 / q2; q0 = inv * (ort[2][0] - ort[0][2]); q1 = inv * (ort[0][1] + ort[1][0]); q3 = inv * (ort[2][1] + ort[1][2]); } else { // compute q3 and deduce q0, q1 and q2 s = ort[2][2] - ort[0][0] - ort[1][1]; q3 = 0.5 * Math.sqrt(s + 1.0); double inv = 0.25 / q3; q0 = inv * (ort[0][1] - ort[1][0]); q1 = inv * (ort[0][2] + ort[2][0]); q2 = inv * (ort[2][1] + ort[1][2]); } } } } /** Build the rotation that transforms a pair of vector into another pair. * <p>Except for possible scale factors, if the instance were applied to * the pair (u<sub>1</sub>, u<sub>2</sub>) it will produce the pair * (v<sub>1</sub>, v<sub>2</sub>).</p> * <p>If the angular separation between u<sub>1</sub> and u<sub>2</sub> is * not the same as the angular separation between v<sub>1</sub> and * v<sub>2</sub>, then a corrected v'<sub>2</sub> will be used rather than * v<sub>2</sub>, the corrected vector will be in the (v<sub>1</sub>, * v<sub>2</sub>) plane.</p> * @param u1 first vector of the origin pair * @param u2 second vector of the origin pair * @param v1 desired image of u1 by the rotation * @param v2 desired image of u2 by the rotation * @exception IllegalArgumentException if the norm of one of the vectors is zero */ public Rotation(Vector3D u1, Vector3D u2, Vector3D v1, Vector3D v2) { // norms computation double u1u1 = Vector3D.dotProduct(u1, u1); double u2u2 = Vector3D.dotProduct(u2, u2); double v1v1 = Vector3D.dotProduct(v1, v1); double v2v2 = Vector3D.dotProduct(v2, v2); if ((u1u1 == 0) || (u2u2 == 0) || (v1v1 == 0) || (v2v2 == 0)) { throw new IllegalArgumentException("zero norm for rotation defining vector"); } double u1x = u1.getX(); double u1y = u1.getY(); double u1z = u1.getZ(); double u2x = u2.getX(); double u2y = u2.getY(); double u2z = u2.getZ(); // normalize v1 in order to have (v1'|v1') = (u1|u1) double coeff = Math.sqrt (u1u1 / v1v1); double v1x = coeff * v1.getX(); double v1y = coeff * v1.getY(); double v1z = coeff * v1.getZ(); v1 = new Vector3D(v1x, v1y, v1z); // adjust v2 in order to have (u1|u2) = (v1|v2) and (v2'|v2') = (u2|u2) double u1u2 = Vector3D.dotProduct(u1, u2); double v1v2 = Vector3D.dotProduct(v1, v2); double coeffU = u1u2 / u1u1; double coeffV = v1v2 / u1u1; double beta = Math.sqrt((u2u2 - u1u2 * coeffU) / (v2v2 - v1v2 * coeffV)); double alpha = coeffU - beta * coeffV; double v2x = alpha * v1x + beta * v2.getX(); double v2y = alpha * v1y + beta * v2.getY(); double v2z = alpha * v1z + beta * v2.getZ(); v2 = new Vector3D(v2x, v2y, v2z); // preliminary computation (we use explicit formulation instead // of relying on the Vector3D class in order to avoid building lots // of temporary objects) Vector3D uRef = u1; Vector3D vRef = v1; double dx1 = v1x - u1.getX(); double dy1 = v1y - u1.getY(); double dz1 = v1z - u1.getZ(); double dx2 = v2x - u2.getX(); double dy2 = v2y - u2.getY(); double dz2 = v2z - u2.getZ(); Vector3D k = new Vector3D(dy1 * dz2 - dz1 * dy2, dz1 * dx2 - dx1 * dz2, dx1 * dy2 - dy1 * dx2); double c = k.getX() * (u1y * u2z - u1z * u2y) + k.getY() * (u1z * u2x - u1x * u2z) + k.getZ() * (u1x * u2y - u1y * u2x); if (c == 0) { // the (q1, q2, q3) vector is in the (u1, u2) plane // we try other vectors Vector3D u3 = Vector3D.crossProduct(u1, u2); Vector3D v3 = Vector3D.crossProduct(v1, v2); double u3x = u3.getX(); double u3y = u3.getY(); double u3z = u3.getZ(); double v3x = v3.getX(); double v3y = v3.getY(); double v3z = v3.getZ(); double dx3 = v3x - u3x; double dy3 = v3y - u3y; double dz3 = v3z - u3z; k = new Vector3D(dy1 * dz3 - dz1 * dy3, dz1 * dx3 - dx1 * dz3, dx1 * dy3 - dy1 * dx3); c = k.getX() * (u1y * u3z - u1z * u3y) + k.getY() * (u1z * u3x - u1x * u3z) + k.getZ() * (u1x * u3y - u1y * u3x); if (c == 0) { // the (q1, q2, q3) vector is aligned with u1: // we try (u2, u3) and (v2, v3) k = new Vector3D(dy2 * dz3 - dz2 * dy3, dz2 * dx3 - dx2 * dz3, dx2 * dy3 - dy2 * dx3); c = k.getX() * (u2y * u3z - u2z * u3y) + k.getY() * (u2z * u3x - u2x * u3z) + k.getZ() * (u2x * u3y - u2y * u3x); if (c == 0) { // the (q1, q2, q3) vector is aligned with everything // this is really the identity rotation q0 = 1.0; q1 = 0.0; q2 = 0.0; q3 = 0.0; return; } // we will have to use u2 and v2 to compute the scalar part uRef = u2; vRef = v2; } } // compute the vectorial part c = Math.sqrt(c); double inv = 1.0 / (c + c); q1 = inv * k.getX(); q2 = inv * k.getY(); q3 = inv * k.getZ(); // compute the scalar part k = new Vector3D(uRef.getY() * q3 - uRef.getZ() * q2, uRef.getZ() * q1 - uRef.getX() * q3, uRef.getX() * q2 - uRef.getY() * q1); c = Vector3D.dotProduct(k, k); q0 = Vector3D.dotProduct(vRef, k) / (c + c); } /** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception IllegalArgumentException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new IllegalArgumentException("zero norm for rotation defining vector"); } double dot = Vector3D.dotProduct(u, v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = Math.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); q1 = coeff * (v.getY() * u.getZ() - v.getZ() * u.getY()); q2 = coeff * (v.getZ() * u.getX() - v.getX() * u.getZ()); q3 = coeff * (v.getX() * u.getY() - v.getY() * u.getX()); } } /** Build a rotation from three Cardan or Euler elementary rotations. * <p>Cardan rotations are three successive rotations around the * canonical axes X, Y and Z, each axis beeing used once. There are * 6 such sets of rotations (XYZ, XZY, YXZ, YZX, ZXY and ZYX). Euler * rotations are three successive rotations around the canonical * axes X, Y and Z, the first and last rotations beeing around the * same axis. There are 6 such sets of rotations (XYX, XZX, YXY, * YZY, ZXZ and ZYZ), the most popular one being ZXZ.</p> * <p>Beware that many people routinely use the term Euler angles even * for what really are Cardan angles (this confusion is especially * widespread in the aerospace business where Roll, Pitch and Yaw angles * are often wrongly tagged as Euler angles).</p> * @param order order of rotations to use * @param alpha1 angle of the first elementary rotation * @param alpha2 angle of the second elementary rotation * @param alpha3 angle of the third elementary rotation */ public Rotation(RotationOrder order, double alpha1, double alpha2, double alpha3) { Rotation r1 = new Rotation(order.getA1(), alpha1); Rotation r2 = new Rotation(order.getA2(), alpha2); Rotation r3 = new Rotation(order.getA3(), alpha3); Rotation composed = r1.applyTo(r2.applyTo(r3)); q0 = composed.q0; q1 = composed.q1; q2 = composed.q2; q3 = composed.q3; } /** Revert a rotation. * Build a rotation which reverse the effect of another * rotation. This means that if r(u) = v, then r.revert(v) = u. The * instance is not changed. * @return a new rotation whose effect is the reverse of the effect * of the instance */ public Rotation revert() { return new Rotation(-q0, q1, q2, q3, false); } /** Get the scalar coordinate of the quaternion. * @return scalar coordinate of the quaternion */ public double getQ0() { return q0; } /** Get the first coordinate of the vectorial part of the quaternion. * @return first coordinate of the vectorial part of the quaternion */ public double getQ1() { return q1; } /** Get the second coordinate of the vectorial part of the quaternion. * @return second coordinate of the vectorial part of the quaternion */ public double getQ2() { return q2; } /** Get the third coordinate of the vectorial part of the quaternion. * @return third coordinate of the vectorial part of the quaternion */ public double getQ3() { return q3; } /** Get the normalized axis of the rotation. * @return normalized axis of the rotation */ public Vector3D getAxis() { double squaredSine = q1 * q1 + q2 * q2 + q3 * q3; if (squaredSine == 0) { return new Vector3D(1, 0, 0); } else if (q0 < 0) { double inverse = 1 / Math.sqrt(squaredSine); return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse); } double inverse = -1 / Math.sqrt(squaredSine); return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse); } /** Get the angle of the rotation. * @return angle of the rotation (between 0 and &pi;) */ public double getAngle() { if ((q0 < -0.1) || (q0 > 0.1)) { return 2 * Math.asin(Math.sqrt(q1 * q1 + q2 * q2 + q3 * q3)); } else if (q0 < 0) { return 2 * Math.acos(-q0); } return 2 * Math.acos(q0); } /** Get the Cardan or Euler angles corresponding to the instance. * <p>The equations show that each rotation can be defined by two * different values of the Cardan or Euler angles set. For example * if Cardan angles are used, the rotation defined by the angles * a<sub>1</sub>, a<sub>2</sub> and a<sub>3</sub> is the same as * the rotation defined by the angles &pi; + a<sub>1</sub>, &pi; * - a<sub>2</sub> and &pi; + a<sub>3</sub>. This method implements * the following arbitrary choices:</p> * <ul> * <li>for Cardan angles, the chosen set is the one for which the * second angle is between -&pi;/2 and &pi;/2 (i.e its cosine is * positive),</li> * <li>for Euler angles, the chosen set is the one for which the * second angle is between 0 and &pi; (i.e its sine is positive).</li> * </ul> * <p>Cardan and Euler angle have a very disappointing drawback: all * of them have singularities. This means that if the instance is * too close to the singularities corresponding to the given * rotation order, it will be impossible to retrieve the angles. For * Cardan angles, this is often called gimbal lock. There is * <em>nothing</em> to do to prevent this, it is an intrinsic problem * with Cardan and Euler representation (but not a problem with the * rotation itself, which is perfectly well defined). For Cardan * angles, singularities occur when the second angle is close to * -&pi;/2 or +&pi;/2, for Euler angle singularities occur when the * second angle is close to 0 or &pi;, this implies that the identity * rotation is always singular for Euler angles!</p> * @param order rotation order to use * @return an array of three angles, in the order specified by the set * @exception CardanEulerSingularityException if the rotation is * singular with respect to the angles set specified */ public double[] getAngles(RotationOrder order) throws CardanEulerSingularityException { if (order == RotationOrder.XYZ) { // r (Vector3D.plusK) coordinates are : // sin (theta), -cos (theta) sin (phi), cos (theta) cos (phi) // (-r) (Vector3D.plusI) coordinates are : // cos (psi) cos (theta), -sin (psi) cos (theta), sin (theta) // and we can choose to have theta in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusK); Vector3D v2 = applyInverseTo(Vector3D.plusI); if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(-(v1.getY()), v1.getZ()), Math.asin(v2.getZ()), Math.atan2(-(v2.getY()), v2.getX()) }; } else if (order == RotationOrder.XZY) { // r (Vector3D.plusJ) coordinates are : // -sin (psi), cos (psi) cos (phi), cos (psi) sin (phi) // (-r) (Vector3D.plusI) coordinates are : // cos (theta) cos (psi), -sin (psi), sin (theta) cos (psi) // and we can choose to have psi in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusJ); Vector3D v2 = applyInverseTo(Vector3D.plusI); if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(v1.getZ(), v1.getY()), -Math.asin(v2.getY()), Math.atan2(v2.getZ(), v2.getX()) }; } else if (order == RotationOrder.YXZ) { // r (Vector3D.plusK) coordinates are : // cos (phi) sin (theta), -sin (phi), cos (phi) cos (theta) // (-r) (Vector3D.plusJ) coordinates are : // sin (psi) cos (phi), cos (psi) cos (phi), -sin (phi) // and we can choose to have phi in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusK); Vector3D v2 = applyInverseTo(Vector3D.plusJ); if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(v1.getX(), v1.getZ()), -Math.asin(v2.getZ()), Math.atan2(v2.getX(), v2.getY()) }; } else if (order == RotationOrder.YZX) { // r (Vector3D.plusI) coordinates are : // cos (psi) cos (theta), sin (psi), -cos (psi) sin (theta) // (-r) (Vector3D.plusJ) coordinates are : // sin (psi), cos (phi) cos (psi), -sin (phi) cos (psi) // and we can choose to have psi in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusI); Vector3D v2 = applyInverseTo(Vector3D.plusJ); if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(-(v1.getZ()), v1.getX()), Math.asin(v2.getX()), Math.atan2(-(v2.getZ()), v2.getY()) }; } else if (order == RotationOrder.ZXY) { // r (Vector3D.plusJ) coordinates are : // -cos (phi) sin (psi), cos (phi) cos (psi), sin (phi) // (-r) (Vector3D.plusK) coordinates are : // -sin (theta) cos (phi), sin (phi), cos (theta) cos (phi) // and we can choose to have phi in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusJ); Vector3D v2 = applyInverseTo(Vector3D.plusK); if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(-(v1.getX()), v1.getY()), Math.asin(v2.getY()), Math.atan2(-(v2.getX()), v2.getZ()) }; } else if (order == RotationOrder.ZYX) { // r (Vector3D.plusI) coordinates are : // cos (theta) cos (psi), cos (theta) sin (psi), -sin (theta) // (-r) (Vector3D.plusK) coordinates are : // -sin (theta), sin (phi) cos (theta), cos (phi) cos (theta) // and we can choose to have theta in the interval [-PI/2 ; +PI/2] Vector3D v1 = applyTo(Vector3D.plusI); Vector3D v2 = applyInverseTo(Vector3D.plusK); if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) { throw new CardanEulerSingularityException(true); } return new double[] { Math.atan2(v1.getY(), v1.getX()), -Math.asin(v2.getX()), Math.atan2(v2.getY(), v2.getZ()) }; } else if (order == RotationOrder.XYX) { // r (Vector3D.plusI) coordinates are : // cos (theta), sin (phi1) sin (theta), -cos (phi1) sin (theta) // (-r) (Vector3D.plusI) coordinates are : // cos (theta), sin (theta) sin (phi2), sin (theta) cos (phi2) // and we can choose to have theta in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusI); Vector3D v2 = applyInverseTo(Vector3D.plusI); if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getY(), -v1.getZ()), Math.acos(v2.getX()), Math.atan2(v2.getY(), v2.getZ()) }; } else if (order == RotationOrder.XZX) { // r (Vector3D.plusI) coordinates are : // cos (psi), cos (phi1) sin (psi), sin (phi1) sin (psi) // (-r) (Vector3D.plusI) coordinates are : // cos (psi), -sin (psi) cos (phi2), sin (psi) sin (phi2) // and we can choose to have psi in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusI); Vector3D v2 = applyInverseTo(Vector3D.plusI); if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getZ(), v1.getY()), Math.acos(v2.getX()), Math.atan2(v2.getZ(), -v2.getY()) }; } else if (order == RotationOrder.YXY) { // r (Vector3D.plusJ) coordinates are : // sin (theta1) sin (phi), cos (phi), cos (theta1) sin (phi) // (-r) (Vector3D.plusJ) coordinates are : // sin (phi) sin (theta2), cos (phi), -sin (phi) cos (theta2) // and we can choose to have phi in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusJ); Vector3D v2 = applyInverseTo(Vector3D.plusJ); if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getX(), v1.getZ()), Math.acos(v2.getY()), Math.atan2(v2.getX(), -v2.getZ()) }; } else if (order == RotationOrder.YZY) { // r (Vector3D.plusJ) coordinates are : // -cos (theta1) sin (psi), cos (psi), sin (theta1) sin (psi) // (-r) (Vector3D.plusJ) coordinates are : // sin (psi) cos (theta2), cos (psi), sin (psi) sin (theta2) // and we can choose to have psi in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusJ); Vector3D v2 = applyInverseTo(Vector3D.plusJ); if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getZ(), -v1.getX()), Math.acos(v2.getY()), Math.atan2(v2.getZ(), v2.getX()) }; } else if (order == RotationOrder.ZXZ) { // r (Vector3D.plusK) coordinates are : // sin (psi1) sin (phi), -cos (psi1) sin (phi), cos (phi) // (-r) (Vector3D.plusK) coordinates are : // sin (phi) sin (psi2), sin (phi) cos (psi2), cos (phi) // and we can choose to have phi in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusK); Vector3D v2 = applyInverseTo(Vector3D.plusK); if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getX(), -v1.getY()), Math.acos(v2.getZ()), Math.atan2(v2.getX(), v2.getY()) }; } else { // last possibility is ZYZ // r (Vector3D.plusK) coordinates are : // cos (psi1) sin (theta), sin (psi1) sin (theta), cos (theta) // (-r) (Vector3D.plusK) coordinates are : // -sin (theta) cos (psi2), sin (theta) sin (psi2), cos (theta) // and we can choose to have theta in the interval [0 ; PI] Vector3D v1 = applyTo(Vector3D.plusK); Vector3D v2 = applyInverseTo(Vector3D.plusK); if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) { throw new CardanEulerSingularityException(false); } return new double[] { Math.atan2(v1.getY(), v1.getX()), Math.acos(v2.getZ()), Math.atan2(v2.getY(), -v2.getX()) }; } } /** Get the 3X3 matrix corresponding to the instance * @return the matrix corresponding to the instance */ public double[][] getMatrix() { // products double q0q0 = q0 * q0; double q0q1 = q0 * q1; double q0q2 = q0 * q2; double q0q3 = q0 * q3; double q1q1 = q1 * q1; double q1q2 = q1 * q2; double q1q3 = q1 * q3; double q2q2 = q2 * q2; double q2q3 = q2 * q3; double q3q3 = q3 * q3; // create the matrix double[][] m = new double[3][]; m[0] = new double[3]; m[1] = new double[3]; m[2] = new double[3]; m [0][0] = 2.0 * (q0q0 + q1q1) - 1.0; m [1][0] = 2.0 * (q1q2 - q0q3); m [2][0] = 2.0 * (q1q3 + q0q2); m [0][1] = 2.0 * (q1q2 + q0q3); m [1][1] = 2.0 * (q0q0 + q2q2) - 1.0; m [2][1] = 2.0 * (q2q3 - q0q1); m [0][2] = 2.0 * (q1q3 - q0q2); m [1][2] = 2.0 * (q2q3 + q0q1); m [2][2] = 2.0 * (q0q0 + q3q3) - 1.0; return m; } /** Apply the rotation to a vector. * @param u vector to apply the rotation to * @return a new vector which is the image of u by the rotation */ public Vector3D applyTo(Vector3D u) { double x = u.getX(); double y = u.getY(); double z = u.getZ(); double s = q1 * x + q2 * y + q3 * z; return new Vector3D(2 * (q0 * (x * q0 - (q2 * z - q3 * y)) + s * q1) - x, 2 * (q0 * (y * q0 - (q3 * x - q1 * z)) + s * q2) - y, 2 * (q0 * (z * q0 - (q1 * y - q2 * x)) + s * q3) - z); } /** Apply the inverse of the rotation to a vector. * @param u vector to apply the inverse of the rotation to * @return a new vector which such that u is its image by the rotation */ public Vector3D applyInverseTo(Vector3D u) { double x = u.getX(); double y = u.getY(); double z = u.getZ(); double s = q1 * x + q2 * y + q3 * z; double m0 = -q0; return new Vector3D(2 * (m0 * (x * m0 - (q2 * z - q3 * y)) + s * q1) - x, 2 * (m0 * (y * m0 - (q3 * x - q1 * z)) + s * q2) - y, 2 * (m0 * (z * m0 - (q1 * y - q2 * x)) + s * q3) - z); } /** Apply the instance to another rotation. * Applying the instance to a rotation is computing the composition * in an order compliant with the following rule : let u be any * vector and v its image by r (i.e. r.applyTo(u) = v), let w be the image * of v by the instance (i.e. applyTo(v) = w), then w = comp.applyTo(u), * where comp = applyTo(r). * @param r rotation to apply the rotation to * @return a new rotation which is the composition of r by the instance */ public Rotation applyTo(Rotation r) { return new Rotation(r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3), r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2), r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3), r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1), false); } /** Apply the inverse of the instance to another rotation. * Applying the inverse of the instance to a rotation is computing * the composition in an order compliant with the following rule : * let u be any vector and v its image by r (i.e. r.applyTo(u) = v), * let w be the inverse image of v by the instance * (i.e. applyInverseTo(v) = w), then w = comp.applyTo(u), where * comp = applyInverseTo(r). * @param r rotation to apply the rotation to * @return a new rotation which is the composition of r by the inverse * of the instance */ public Rotation applyInverseTo(Rotation r) { return new Rotation(-r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3), -r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2), -r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3), -r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1), false); } /** Perfect orthogonality on a 3X3 matrix. * @param m initial matrix (not exactly orthogonal) * @param threshold convergence threshold for the iterative * orthogonality correction (convergence is reached when the * difference between two steps of the Frobenius norm of the * correction is below this threshold) * @return an orthogonal matrix close to m * @exception NotARotationMatrixException if the matrix cannot be * orthogonalized with the given threshold after 10 iterations */ private double[][] orthogonalizeMatrix(double[][] m, double threshold) throws NotARotationMatrixException { double[] m0 = m[0]; double[] m1 = m[1]; double[] m2 = m[2]; double x00 = m0[0]; double x01 = m0[1]; double x02 = m0[2]; double x10 = m1[0]; double x11 = m1[1]; double x12 = m1[2]; double x20 = m2[0]; double x21 = m2[1]; double x22 = m2[2]; double fn = 0; double fn1; double[][] o = new double[3][3]; double[] o0 = o[0]; double[] o1 = o[1]; double[] o2 = o[2]; // iterative correction: Xn+1 = Xn - 0.5 * (Xn.Mt.Xn - M) int i = 0; while (++i < 11) { // Mt.Xn double mx00 = m0[0] * x00 + m1[0] * x10 + m2[0] * x20; double mx10 = m0[1] * x00 + m1[1] * x10 + m2[1] * x20; double mx20 = m0[2] * x00 + m1[2] * x10 + m2[2] * x20; double mx01 = m0[0] * x01 + m1[0] * x11 + m2[0] * x21; double mx11 = m0[1] * x01 + m1[1] * x11 + m2[1] * x21; double mx21 = m0[2] * x01 + m1[2] * x11 + m2[2] * x21; double mx02 = m0[0] * x02 + m1[0] * x12 + m2[0] * x22; double mx12 = m0[1] * x02 + m1[1] * x12 + m2[1] * x22; double mx22 = m0[2] * x02 + m1[2] * x12 + m2[2] * x22; // Xn+1 o0[0] = x00 - 0.5 * (x00 * mx00 + x01 * mx10 + x02 * mx20 - m0[0]); o0[1] = x01 - 0.5 * (x00 * mx01 + x01 * mx11 + x02 * mx21 - m0[1]); o0[2] = x02 - 0.5 * (x00 * mx02 + x01 * mx12 + x02 * mx22 - m0[2]); o1[0] = x10 - 0.5 * (x10 * mx00 + x11 * mx10 + x12 * mx20 - m1[0]); o1[1] = x11 - 0.5 * (x10 * mx01 + x11 * mx11 + x12 * mx21 - m1[1]); o1[2] = x12 - 0.5 * (x10 * mx02 + x11 * mx12 + x12 * mx22 - m1[2]); o2[0] = x20 - 0.5 * (x20 * mx00 + x21 * mx10 + x22 * mx20 - m2[0]); o2[1] = x21 - 0.5 * (x20 * mx01 + x21 * mx11 + x22 * mx21 - m2[1]); o2[2] = x22 - 0.5 * (x20 * mx02 + x21 * mx12 + x22 * mx22 - m2[2]); // correction on each elements double corr00 = o0[0] - m0[0]; double corr01 = o0[1] - m0[1]; double corr02 = o0[2] - m0[2]; double corr10 = o1[0] - m1[0]; double corr11 = o1[1] - m1[1]; double corr12 = o1[2] - m1[2]; double corr20 = o2[0] - m2[0]; double corr21 = o2[1] - m2[1]; double corr22 = o2[2] - m2[2]; // Frobenius norm of the correction fn1 = corr00 * corr00 + corr01 * corr01 + corr02 * corr02 + corr10 * corr10 + corr11 * corr11 + corr12 * corr12 + corr20 * corr20 + corr21 * corr21 + corr22 * corr22; // convergence test if (Math.abs(fn1 - fn) <= threshold) return o; // prepare next iteration x00 = o0[0]; x01 = o0[1]; x02 = o0[2]; x10 = o1[0]; x11 = o1[1]; x12 = o1[2]; x20 = o2[0]; x21 = o2[1]; x22 = o2[2]; fn = fn1; } // the algorithm did not converge after 10 iterations throw new NotARotationMatrixException("unable to orthogonalize matrix" + " in {0} iterations", new Object[] { Integer.toString(i - 1) }); } /** Scalar coordinate of the quaternion. */ private final double q0; /** First coordinate of the vectorial part of the quaternion. */ private final double q1; /** Second coordinate of the vectorial part of the quaternion. */ private final double q2; /** Third coordinate of the vectorial part of the quaternion. */ private final double q3; /** Serializable version identifier */ private static final long serialVersionUID = 8225864499430109352L; }

The table below shows all metrics for Rotation.java.

MetricValueDescription
BLOCKS67.00Number of blocks
BLOCK_COMMENT16.00Number of block comment lines
COMMENTS403.00Comment lines
COMMENT_DENSITY 0.86Comment density
COMPARISONS119.00Number of comparison operators
CYCLOMATIC78.00Cyclomatic complexity
DECL_COMMENTS28.00Comments in declarations
DOC_COMMENT279.00Number of javadoc comment lines
ELOC467.00Effective lines of code
EXEC_COMMENTS43.00Comments in executable code
EXITS23.00Procedure exits
FUNCTIONS21.00Number of function declarations
HALSTEAD_DIFFICULTY163.57Halstead difficulty
HALSTEAD_EFFORT 0.00Halstead effort
INTERFACE_COMPLEXITY82.00Interface complexity
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JAVA0130 1.00JAVA0130 Non-static method does not use instance fields
JAVA0131 0.00JAVA0131 Compatible method does not override base
JAVA0132 0.00JAVA0132 Method overload with compatible signature
JAVA0133 0.00JAVA0133 Non-synchronized method overrides synchronized method
JAVA0135 0.00JAVA0135 Only one of Object.equals and Object.hashCode defined: missing 'method'
JAVA0136 1.00JAVA0136 N methods defined in class (maximum: M)
JAVA0137 0.00JAVA0137 Non-abstract class missing constructor
JAVA0138 0.00JAVA0138 N parameters defined for method (maximum: M)
JAVA0139 0.00JAVA0139 Definition of main other than public static void main(java.lang.String[])
JAVA0141 0.00JAVA0141 Unnecessary modifier for method in interface
JAVA0143 0.00JAVA0143 Synchronized method
JAVA0144 0.00JAVA0144 Line exceeds maximum M characters
JAVA0145 0.00JAVA0145 Tab character used in source file
JAVA0150 0.00JAVA0150 java.lang.Error (or subclass) thrown
JAVA0153 0.00JAVA0153 Inefficient conversion of integer to string
JAVA0159 0.00JAVA0159 Inefficient conversion of string to integer
JAVA0160 0.00JAVA0160 Method does not throw specified exception
JAVA0161 0.00JAVA0161 Conditional wait() not in loop
JAVA0163 0.00JAVA0163 Empty statement
JAVA0165 0.00JAVA0165 Conflicting return statement in finally block
JAVA0166 0.00JAVA0166 Generic exception caught
JAVA0167 0.00JAVA0167 ThreadDeath not rethrown
JAVA0169 0.00JAVA0169 Unnecessary catch block: exception 'exception'
JAVA0170 0.00JAVA0170 Caught exception not derived from java.lang.Exception
JAVA0171 0.00JAVA0171 Unused local variable
JAVA0173 0.00JAVA0173 Unused method parameter
JAVA0174 0.00JAVA0174 Assigned local variable never used
JAVA0175 0.00JAVA0175 Successive assignment to variable
JAVA0176 0.00JAVA0176 Local variable name does not have required form
JAVA0177 1.00JAVA0177 Variable declaration missing initializer
JAVA0179 0.00JAVA0179 Local variable hides visible field
JAVA0233 0.00JAVA0233 Definition of serialVersionUID other than 'private static final long serialVersionUID'
JAVA0234 0.00JAVA0234 Class is Serializable but does not define serialVersionUID
JAVA0235 0.00JAVA0235 Class defines serialVersionUID but does not implement Serializable
JAVA0236 0.00JAVA0236 Attempt to clone an object which does not implement Cloneable
JAVA0237 0.00JAVA0237 Class implements Cloneable but does not have public clone method
JAVA0238 0.00JAVA0238 Clone method does not call super.clone()
JAVA0239 0.00JAVA0239 Class declares 'readObject' or 'writeObject' but does not implement Serializable
JAVA0240 0.00JAVA0240 Serializable class which declares readObject or writeObject but not both
JAVA0241 0.00JAVA0241 'readObject' or 'writeObject' should be declared private in Serializable class
JAVA0242 0.00JAVA0242 Transient field in non-Serializable class
JAVA0243 0.00JAVA0243 'readResolve' or 'writeReplace' should be declared private or protected
JAVA0244 0.00JAVA0244 Field or method name in subclass differs only by case from inherited field or method
JAVA0245 0.00JAVA0245 JUnit TestCase with non-trivial constructor
JAVA0246 0.00JAVA0246 JUnit assertXXX statement missing message parameter
JAVA0247 0.00JAVA0247 JUnit 'setUp()' and 'tearDown()' should call super method
JAVA0248 0.00JAVA0248 JUnit method 'setUp' or 'tearDown' with incorrect signature
JAVA0249 0.00JAVA0249 JUnit TestCase 'suite()' should be declared static
JAVA0250 0.00JAVA0250 JUnit TestCase declares testXXX method with incorrect signature
JAVA0251 0.00JAVA0251 Use '%n' for line breaks in printf/format for platform independence
JAVA0252 0.00JAVA0252 'enum' is a Java 1.5 reserved word
JAVA0253 0.00JAVA0253 Not all enum constants consumed in switch statement
JAVA0254 0.00JAVA0254 Use enhanced for loop construct instead of Iterator
JAVA0255 0.00JAVA0255 Result of method invocation not used
JAVA0256 0.00JAVA0256 Assignment of external collection/array to field
JAVA0257 0.00JAVA0257 Use of 'Constant Interface' anti-pattern
JAVA0258 0.00JAVA0258 Implement Iterable for foreach compatibility
JAVA0259 0.00JAVA0259 Return of collection/array field
JAVA0260 0.00JAVA0260 Use 'enum' instead of Enumerated Type pattern
JAVA0261 0.00JAVA0261 Use specialized Enum collection types
JAVA0262 0.00JAVA0262 Use of char in integer context
JAVA0263 0.00JAVA0263 Long literal ends with 'l' instead of 'L'
JAVA0264 0.00JAVA0264 Integer math in long context - check for overflow
JAVA0265 0.00JAVA0265 Use of Throwable.printStackTrace()
JAVA0266 0.00JAVA0266 Use of System.out
JAVA0267 0.00JAVA0267 Use of System.err
JAVA0269 0.00JAVA0269 Contents of StringBuffer never used
JAVA0270 0.00JAVA0270 Use Java 5.0 enhanced for loop construct to iterate over all elements in an array
JAVA0271 0.00JAVA0271 Minimize use of on-demand (.*) static imports
JAVA0272 0.00JAVA0272 Thread.run() called
JAVA0273 0.00JAVA0273 Non-final derivative of Thread calls start() in constructor
JAVA0274 0.00JAVA0274 Serializable class has a synchronized readObject()
JAVA0275 0.00JAVA0275 Serializable class has a synchronized writeObject() and no other synchronized methods
JAVA0276 0.00JAVA0276 Unnecessary use of String constructor
JAVA0277 0.00JAVA0277 Iterator.next() implementation does not throw NoSuchElementException
JAVA0278 0.00JAVA0278 Unnecessary use of Boolean constructor
JAVA0279 0.00JAVA0279 Serialization method readObject or readObjectNoData calls an overridable method
JAVA0280 0.00JAVA0280 IllegalMonitorStateException caught
JAVA0281 0.00JAVA0281 Iterator.next() not called in loop
JAVA0282 0.00JAVA0282 Call to Iterator.next() in loop which does not test Iterator.hasNext()
JAVA0283 0.00JAVA0283 Control variable not updated in loop body
JAVA0284 0.00JAVA0284 Explicit garbage collection
JAVA0285 0.00JAVA0285 Dereference of potentially null variable
JAVA0286 0.00JAVA0286 Dereference of null variable
JAVA0287 0.00JAVA0287 Unnecessary null check
JAVA0288 0.00JAVA0288 Inconsistent null check
LINES1035.00Number of lines in the source file
LINE_COMMENT108.00Number of line comments
LOC518.00Lines of code
LOGICAL_LINES301.00Number of statements
LOOPS 1.00Number of loops
NEST_DEPTH 4.00Maximum nesting depth
OPERANDS2052.00Number of operands
OPERATORS3632.00Number of operators
PARAMS26.00Number of formal parameter declarations
PROGRAM_LENGTH5684.00Halstead program length
PROGRAM_VOCAB320.00Halstead program vocabulary
PROGRAM_VOLUME 0.00Halstead program volume
RETURNS56.00Number of return points from functions
SIZE40916.00Size of the file in bytes
UNIQUE_OPERANDS276.00Number of unique operands
UNIQUE_OPERATORS44.00Number of unique operators
WHITESPACE114.00Number of whitespace lines