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dynamic-time-warping's Issues

Breaking out prematurely if a maximum distance is met?

Thanks for this great little library.

For my purposes I am not interested in a result if a distance is going to be greater than a certain boundary (a maxDistance). For performance reasons I would therefore like to return prematurely if we know that the distance will be greater than this boundary.

I tried to change:

          matrix[ i ][ j ] = cost + distFunc( ser1[ i ], ser2[ j ] );

to:

          matrix[ i ][ j ] = cost + distFunc( ser1[ i ], ser2[ j ] );

          if (matrix[ i ][ j ] > maxDistance) {
            return matrix[ i ][ j ];
          }

But this did not have the desired effect. I'm probably not fully understanding the algorithm. Do you have any pointers that could help?

Does not work for me, rewrote it to the newer class syntax

export default class DynamicTimeWarping {
    constructor(ts1, ts2, distanceFunction) {
        this.ser1 = ts1;
        this.ser2 = ts2;
        this.distFunc = distanceFunction;
        this.distance = null;
        this.matrix = null;
        this.path = null;
    }

    getDistance() {
        if (this.distance !== null) {
            return this.distance;
        }
        this.matrix = [];
        for (var i = 0; i < this.ser1.length; i++) {
            this.matrix[i] = [];
            for (var j = 0; j < this.ser2.length; j++) {
                var cost = Infinity;
                if (i > 0) {
                    cost = Math.min(cost, this.matrix[i - 1][j]);
                    if (j > 0) {
                        cost = Math.min(cost, this.matrix[i - 1][j - 1]);
                        cost = Math.min(cost, this.matrix[i][j - 1]);
                    }
                } else {
                    if (j > 0) {
                        cost = Math.min(cost, this.matrix[i][j - 1]);
                    } else {
                        cost = 0;
                    }
                }
                this.matrix[i][j] = cost + this.distFunc(this.ser1[i], this.ser2[j]);
            }
        }
        return this.matrix[this.ser1.length - 1][this.ser2.length - 1];
    };

    getPath() {
        if (this.path !== null) {
            return this.path;
        }
        if (this.matrix === null) {
            this.getDistance();
        }
        var i = this.ser1.length - 1;
        var j = this.ser2.length - 1;
        this.path = [[i, j]];
        while (i > 0 || j > 0) {
            if (i > 0) {
                if (j > 0) {
                    if (this.matrix[i - 1][j] < this.matrix[i - 1][j - 1]) {
                        if (this.matrix[i - 1][j] < this.matrix[i][j - 1]) {
                            this.path.push([i - 1, j]);
                            i--;
                        } else {
                            this.path.push([i, j - 1]);
                            j--;
                        }
                    } else {
                        if (this.matrix[i - 1][j - 1] < this.matrix[i][j - 1]) {
                            this.path.push([i - 1, j - 1]);
                            i--;
                            j--;
                        } else {
                            this.path.push([i, j - 1]);
                            j--;
                        }
                    }
                } else {
                    this.path.push([i - 1, j]);
                    i--;
                }
            } else {
                this.path.push([i, j - 1]);
                j--;
            }
        }
        this.path = this.path.reverse();
        return this.path;
    };
}

You create it via let dtw = new DynamicTimeWarping(...).

Can you think about integrating this and running your tests on it?

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