Compiling Expressions
The Compute Engine can compile LaTeX expressions to JavaScript functions!
Introduction
Some expressions can take a long time to evaluate numerically, for example if they contain a large number of terms or involve a loop $(\sum$ or $\prod$).
In this case, it is useful to compile the expression into a JavaScript function that can be evaluated much faster.
For example this approximation: \pi \approx \textstyle\sqrt{6\sum^{10^6}_{n=1}\frac{1}{n^2}}
Compiling
To get a compiled version of an expression use the compile() function:
import { compile } from '@cortex-js/compute-engine';
const f = compile("2\\prod_{n=1}^{\\infty} \\frac{4n^2}{4n^2-1}");
To evaluate the compiled expression call the run method on the
CompilationResult returned by compile():
console.log(f.run());
// ➔ 3.141592653589793
If the expression cannot be compiled, the result.success property will be
false.
Validation and Fallback Behavior
Compilation APIs enforce runtime contracts to catch malformed extension payloads early:
ce.registerCompilationTarget(name, target)validates target names and requiredLanguageTargetmethods (getOperators(),getFunctions(),createTarget(),compile()).compile(expr, options)validates option payload shape forto,target,operators,functions,vars,imports,preamble,fallback, andconstantFold.
By default, compile() falls back to interpretation (success: false with a
run function). To disable fallback and fail fast, set fallback: false.
Constant Folding
A pure subexpression with no free variables is evaluated at compile time and emitted as a literal instead of being lowered structurally — on every target:
compile(ce.parse("\\mathrm{Sum}(\\mathrm{Take}(\\mathrm{Map}(\\_ \\mapsto \\_^2, 1..20), 10))")).code
// ➔ "385"
compile(ce.parse("x + \\mathrm{Sum}(\\mathrm{Map}(\\_ \\mapsto \\_^2, 1..5))")).code
// ➔ "_.x + 55"
Numbers, booleans, and constant collections fold. A constant collection becomes a literal list, which matters most when the collection is constant but its consumer is not:
compile(ce.box(['At', ['Map', ['Function', ['Square', 'y'], 'y'],
['Range', 1, 6]], 'k'])).code
// ➔ "_SYS.at([1, 4, 9, 16, 25, 36], _.k)"
The index k is a run-time input, so the expression as a whole cannot fold —
but its base is baked once at compile time instead of being rebuilt and
mapped over on every call. Collection folding is bounded: it applies to a
finite, indexed collection (a Set has no defined element order, so it
never folds) of at most 50 numeric elements. A longer collection, or one
holding strings, tuples or nested collections, compiles structurally.
Folding declines — and the subtree compiles exactly as before — whenever any of the following holds:
- the subtree is impure (
Random(…)and friends keep drawing at run time); - it mentions an unknown, a
vars-mapped input (even one with an engine value —varspins it live), or a name bound by an enclosing lambda or loop; - it mentions an operator whose emission you overrode with the
functionsoroperatorsoptions (folding would evaluate the engine's definition, not yours); - it contains a
SumorProductover a non-finite bound (Σ i, i=1..∞): for a divergent series the interpreter's numeric evaluation silently returns an iteration-limit-truncated partial sum, and folding would bake that wrong number as a constant — such expressions keep their fail-closed structural behavior (a bounded infinite pipeline likeSum(Take(Map(_ ↦ _^2, 1..∞), 10))still folds); - it is estimated to cost too much to evaluate at compile time, or exceeds
the engine's collection-size cap. The estimate is deterministic — it
reads the expression and nothing else, so the same input always compiles
to the same output, and folded code is safe to pin in a test. Constructs
that multiply work are priced by their counts: a
SumorProductby its number of iterations, aMaporFilterby the size of its source. An expression whose count cannot be determined statically is not folded — though a bound supplied by a consumer still counts, which is whySum(Take(Map(f, 1..∞), 10))folds whileSum(Map(f, 1..∞))does not; - the compilation records a capture set (the
symbolDepsoption, used by the engine's implicit-compilation cache): folding evaluates through engine state transitively and would under-report the dependencies the cache is keyed on, so such a compilation never folds.
The folded value is the interpreter's (.N()), so a folded constant can
differ in the last ulp from what the structural code would have computed in a
different operation order — compiled output tracks evaluate() by design
(sin(π/6) compiles to 0.5, not Math.sin(Math.PI / 6), which is
0.49999999999999994).
To disable folding — for example to inspect the structural lowering of a
constant expression — pass constantFold: false:
compile(expr, { constantFold: false });
The interval-arithmetic target (interval-js) never constant-folds: a folded
point value would discard the outward-rounded enclosure that target exists to
compute.
Why a compilation declined
When success is false, CompilationResult.error carries the reason (the
same text the fallback: false path throws). The message identifies which of
three things happened:
| Message shape | Meaning |
|---|---|
X: cannot compile — … naming an operand or a component | The head lowers, but not for these operand shapes (e.g. a collection-valued point component) |
X: cannot compile — the operator is known … no lowering | A target gap: the engine knows X, this target has no codegen for it |
Unknown operator `X` | No operator definition for X at all — a typo, or a symbol never declared as a function |
CompilationResult.unsupported lists the same heads declaratively, so a caller
can branch on the condition without parsing the message.
Values That May Be Lists
An operand typed
broadcastable<T> — a value that may be a
scalar or a list, such as the result of a call whose return type is
unknown — compiles differently per target:
- JavaScript: arithmetic and element-wise math functions compile through a runtime broadcast helper. The same compiled artifact returns a scalar for a scalar binding and the element-wise list for a list binding, matching the interpreter.
- Shapes that cannot be lowered soundly fail closed (a compilation error;
with the default fallback, the interpreter is used): a product of two or
more possibly-list operands (a run-time matrix would require the matrix
product, not an element-wise one),
Equal/NotEqualover a possibly-list operand, and complex-element broadcasts. - Python: arithmetic over a possibly-list operand always fails closed —
Python's
*and+repeat or concatenate a plainlistrather than broadcasting, so scalar code would silently compute the wrong value. Function heads that lower to NumPy calls (np.sin, …) are unaffected — NumPy broadcasts natively. - GLSL/WGSL: such operands compile as scalar slots, unchanged — shader targets have no dynamic lists.
Out-of-Domain Operands to String Operators
Several string operators take an operand whose domain the interpreter enforces
by returning an error value: RangeOf's from (an integer of 1 or more)
and its needle (a non-empty sequence), StringReplace's target (a non-empty
string) and count (a positive integer), StringRepeat's n (a non-negative
integer), and PadStart/PadEnd's n (a non-negative integer) and pad (a
non-empty string). Compiled code has no representation for an error value, so
each of those operands takes one of three routes.
A valid literal compiles bare. The check happens once, at compile time, and nothing is emitted for it:
compile(ce.box(['PadStart', 's', 5, { str: '0' }])).code
// ➔ '_SYS.spad(_.s, 5, "0", true)'
An invalid literal declines to compile, and so does a computed operand the
engine can already prove out of domain (Negate(k) for a k known positive,
a symbol assigned ""). The result is success: false with a message naming
the operator and the rule; with the default fallback the interpreter runs the
expression instead, and returns its error value:
const r = compile(ce.box(['PadStart', 's', -1, { str: '0' }]));
r.success;
// ➔ false
r.error;
// ➔ "PadStart: cannot compile — `n` must be a non-negative integer of at most
// 1000000, and this operand is the literal `-1`, which the interpreter
// answers with an error value. Fail closed (D6)."
This is the first row of the decline table — the
head lowers, just not for this operand — so it is reported in error only;
CompilationResult.unsupported stays empty, because PadStart itself is not a
target gap.
A computed operand compiles and is guarded at run time. The emitted code
carries a domain check that throws a RangeError naming the operator and
the rule when the value turns out to be out of domain:
ce.declare('s', 'string');
ce.declare('w', 'integer');
const p = compile(ce.box(['PadStart', 's', 'w', { str: '0' }]));
p.code;
// ➔ '_SYS.spad(_.s, _SYS.domi(_.w, 0, 1000000, "PadStart: `n` must be a
// non-negative integer of at most 1000000"), "0", true)'
p.run({ s: '7', w: 5 });
// ➔ "00007"
p.run({ s: '7', w: -1 });
// ➔ throws RangeError: PadStart: `n` must be a non-negative integer of at
// most 1000000
Throwing is the deliberate divergence. The interpreter answers an out-of-domain
operand with an error value; a compiled artifact returns a plain JavaScript
value and cannot carry one, so it fails loudly rather than returning a wrong
answer. Slice in the same target already sets that precedent — a non-literal
span argument compiles and the emitted code throws
RangeError: Slice: the span argument is not an ascending index range at run time.
The upper bound in those messages is not arbitrary. The interpreter reads these
counts with asSmallInteger, which answers null — hence an error value —
above 1 000 000, so the compiled guard uses the same ceiling; without it
StringRepeat(s, 2000001) would build a multi-megabyte string where the
interpreter errors. RangeOf's from is the exception: it is read with
toInteger, which has no ceiling, so a large from is not an error at all —
just a search that starts past the end and answers Nothing.
Implicit Compilation and the jit Setting
Beyond explicit compile() calls, the engine compiles automatically in a
number of implicit spots — for example when draining a large numeric Map,
or when an exact integer computation over a large collection is provably safe
to run in floating point. This is transparent: results are identical to the
interpreter's, and any compilation failure silently falls back to
interpretation.
The jit property of a ComputeEngine instance controls this behavior:
"auto"(the default): implicit compilation is attempted where beneficial. If the environment forbids code generation altogether (a strict Content-Security-Policy page without'unsafe-eval', an MV3 browser extension), the engine detects this on the first attempt and latches to"off"engine-wide, so at most one CSP violation is reported."off": no implicit code generation is ever attempted; every implicit path uses the interpreter. Set it up front on hardened runtimes, or use it as a diagnostic kill switch to compare interpreter and compiled behavior.
Explicit compile() calls are not affected by this setting — a direct
request keeps failing loudly with the environment's own error.
Toggling jit is an engine-configuration change: caches whose entries were
produced on the other route are invalidated, so jit = "off" genuinely
re-runs the interpreter rather than serving previously compiled results.
What Can Be Compiled
Three kinds of expressions can be compiled, and each produces a run function
with a different calling convention.
Plain Expressions
A plain expression like x^2 + 1 has free variables (unknowns). The compiled
run function takes a vars object mapping variable names to values:
An expression with no unknowns can be called with no arguments:
Lambda Expressions
A lambda expression uses \mapsto (\mapsto) to explicitly declare
parameters. The compiled run function takes positional arguments:
Lambdas are useful when the variable name is user-specified rather than assumed
by convention. A lambda like \theta \mapsto 1 + \cos(\theta) makes the
parameter explicit, avoiding ambiguity.
Tuple Expressions
A tuple expression like (\cos(t), \sin(t)) compiles to a function that returns
a JavaScript array:
This is particularly useful for parametric curves. Both Tuple and List
expressions compile to arrays.
Control Structures
Control structures such as conditionals, loops, and blocks can be compiled to JavaScript.
If and Which (Conditionals)
If expressions compile to ternary operators and Which expressions (used by
\begin{cases}) compile to chained ternaries:
When no condition matches, Which returns NaN.
Sum and Product
Sum and Product with numeric bounds compile to for loops with accumulator
variables:
Loop, Break, Continue, Return
Loop is imperative control flow, compiled for effect: bare Loop(body)
compiles to a JavaScript while (true) { ... } loop, and Loop(body, Element(...), ...) compiles to plain for/for-of loops with no result
collection — the compiled expression's value is undefined. Break,
Continue, and Return compile to their JavaScript equivalents:
Comprehension
Comprehension compiles to nested for (const x of ...) loops that push
each computed value into a result array, which is returned:
Comprehension is not compilable to GLSL or WGSL (shaders have no dynamic
arrays). Imperative Loop is still compilable to GLSL/WGSL.
Multi-statement constructs on the shader targets
A shader has no expression-level loop or IIFE, so on GLSL and WGSL a Sum or
Product with a symbolic bound is emitted as statements (with constant
bounds it unrolls into an ordinary expression instead). Such a loop is hoisted
ahead of the value that consumes it, so it can appear anywhere in an
expression — 0.03\sum_{k=0}^{n}kx compiles, and a nested sum is hoisted into
its enclosing loop body rather than out of it.
A loop inside a conditionally-evaluated branch — an If, When, Which or
Match arm — fails closed (success: false) instead. A shader conditional is
an expression, not a statement, so there is no place to put the loop inside the
branch; hoisting it out would run it whichever branch is selected, which changes
the result whenever the branch draws from the random stream.
Loop and Block are not hoisted either — they remain valid only as a whole
function body, and fail closed when used as a sub-expression.
Block and where
Block expressions create scoped variable bindings. The where syntax provides
a convenient way to define local variables:
Variable Names
The compiled function expects variable names as they appear in the parsed MathJSON expression. Greek letters become their English names:
| LaTeX | Variable Name |
|---|---|
x, y | "x", "y" |
t | "t" |
\theta | "theta" |
\alpha | "alpha" |
u, v | "u", "v" |
Use the wrong name and you'll get NaN silently:
const f = compile("1 + \\cos(\\theta)");
f.run({ theta: 0.5 }); // ✓ correct → 1.8776
f.run({ x: 0.5 }); // ✗ wrong key — returns NaN
To discover the variable names in an expression, use expr.unknowns (or
its alias expr.freeVariables). These properties return only the free
variables — symbols that are not constants, operators, or bound by scoping
constructs like Sum or Product:
Complex Numbers
The JavaScript target has full complex arithmetic support. When the compiler detects that a subexpression involves complex values, it automatically emits complex-aware code for all operations touching that subexpression.
When Complex Arithmetic Is Used
The compiler decides at compile time whether each subexpression is complex-valued. This happens when:
- The expression contains
i(ImaginaryUnit) - A symbol has been declared with a complex type
- An operation is applied to a complex-valued operand
The detection is static — based on the expression's structure, not on
runtime values. So \sqrt{x} compiles to real Math.sqrt because x has no
declared complex type, even though Math.sqrt(-1) returns NaN at runtime.
To get complex results from \sqrt{x}, you'd need to make the expression
explicitly complex, e.g., \sqrt{x + 0i}.
Result Format
When an expression is complex-valued, the compiled run function returns a
{ re: number, im: number } object instead of a plain number:
Complex-aware operations include all the standard arithmetic (+, -, *,
/), trigonometric functions (sin, cos, tan, and their inverses and
hyperbolic variants), exp, ln, sqrt, pow, abs, arg, conjugate,
Re, and Im.
Extracting Real and Imaginary Parts
Use Re and Im to extract components from a complex expression:
Mixing Real and Complex Operands
When a complex operand is combined with a real operand, the result is complex:
GLSL Target
The GLSL target also supports complex arithmetic, but represents complex numbers
as vec2 values — the .x component is the real part, .y is the imaginary
part:
// Complex literal: 3 + 4i
vec2(3.0, 4.0)
// Imaginary unit
vec2(0.0, 1.0)
Simple operations like addition, subtraction, negation, and scalar multiplication
use native vec2 operations. More involved operations — complex multiplication,
division, exponentiation, and transcendentals — use helper functions emitted in
a preamble block:
| Operation | GLSL Helper |
|---|---|
z * w | _gpu_cmul(z, w) |
z / w | _gpu_cdiv(z, w) |
z ^ w | _gpu_cpow(z, w) |
sqrt(z) | _gpu_csqrt(z) |
exp(z) | _gpu_cexp(z) |
ln(z) | _gpu_cln(z) |
The preamble is dependency-aware: each helper declares its prerequisites
(e.g., _gpu_cpow depends on _gpu_cexp, _gpu_cmul, and _gpu_cln), and
only the needed functions are emitted in topological order. If the expression is
purely real, no preamble is generated.
Component extraction maps to native swizzle operations:
Re(z) → (z).x
Im(z) → (z).y
Abs(z) → length(z) // built-in
Arg(z) → atan(z.y, z.x)
Conjugate(z) → vec2(z.x, -z.y)
The same complex value analysis used by the JavaScript target determines whether each subexpression needs complex or real code paths in GLSL.
Result Convention
A compiled JavaScript unit returns a real value as a plain number and a
non-real value as { re, im } — and both directions are guaranteed at the
run() boundary: a value whose imaginary part is exactly zero comes back
as a number, and a returned { re, im } always has im !== 0. So a
consumer's per-sample test is the single typeof v === 'number', and a
{ re, im } with a non-zero imaginary part tells "outside the real domain"
from a genuine NaN. Booleans are never coerced.
The transcendental complex kernels chop their own roundoff dust at the
machine scale (as the interpreter does), which is what lets the boundary test
be exact: arcsin(0.5) compiled through the complex kernel is the number
0.5235…, while 1 + 10^{-12} i stays { re: 1, im: 1e-12 } — nothing is
chopped in ring arithmetic.
Deprecated:
realOnly: true(the old projection:{ re, im }→NaNunless the imaginary part is at roundoff scale, boolean →NaN) is kept for one release with a console warning. The convention above replaces it — thetypeof v === 'number' ? v : NaNtest on the consumer's side is the whole of what it did.
Modes: auto, strict, complex
JavaScript has no complex number: a compiled value is a number or a
{ re, im } object, and the compiler decides which statically, per node.
What a compile mode fixes is what a numeric binding whose static type is
wide (unknown, number, an unannotated parameter, a Block local not
declared real) is shaped as — and what happens when a complex-shaped value
reaches one:
strict— the shader targets' model, on every target: shape follows the static type. Acomplex-typed value, aComplex(…)literal,i, and a radical of a provably negative operand are complex-shaped; a wide binding is real; nothing promotes (√xatx = −1isNaN, asMath.sqrtgives); and a complex-shaped value meeting a wide binding —b(z)forb(x) := 2xandz: complex— fails closed with aLaneMismatchdecline naming the binding to declare complex. This is today's real-kernel codegen byte for byte, plus that decline class.complex— a wide binding is complex, lifted at its use; unknown-sign radicals promote; user functions are emitted once. Always sound, only slower (~2.3× on affected chains).auto(the default onjavascriptandpython) —strictshapes plus promotion: an unknown-signSqrt/Ln/Log, andx^{0.3}-style powers (a non-integer number exponent of an unknown-sign base), lower through the complex kernels so the compiled value matchesevaluate(); and if — and only if — a promoted or typed complex value reaches a wide binding, the compilation is redone once incomplexmode. Nothing else escalates. Radicals whose operand is non-negative under the compiler's own "wide is real" premise —√(x² + y²),√((x−a)² + (y−b)²),√|x|,ln(x²)— keep the real kernel and cost nothing.
Every result reports what was used, so a consumer can tell "this row would not be real on the shader lane" without guessing:
result.mode—'strict'or'complex', the discipline the code was compiled under (autoreports the attempt that produced the code);result.promoted— whether a promotable head was lowered through a complex kernel; a compile-time fact decided from the source, so the same source always reports the same flag;result.escalation— underauto, theLaneMismatchdiagnostic of the strict attempt when the compilation was redone in complex mode (boundary, a user-legiblebindingsuch as "the parameterxofb", and the offendingvalue);result.diagnostic— on any decline, the structured form oferror(code,kind: 'capability' | 'correctness',message, and the lane-mismatch payload above).
Ordering comparisons and the real-only heads (Floor, Mod, Max, Erf,
…) over a value that may be complex — a complex-typed symbol, a promoted
radical — compile under auto and complex with a runtime rule: the
operand is bound once, and the comparison is false / the head NaN when the
value's imaginary part is not exactly zero (z < 2 is true at z = 1,
false at z = i; y > √x compiles and is false where x < 0). A
statically non-real operand (i < 2, Floor(2i)) has no compiled value
and is a compile-time decline in every mode; strict declines every complex
operand of such a head, as before.
The single most effective lever is not a mode: declare the narrowest type
you can. A symbol declared real is never a wide binding — 2a + 1,
b(a), a < 3 stay on the real kernel in every setting (its unknown-sign
radical still promotes under auto, because promotion is about sign, not
wideness); a symbol declared complex is complex-shaped in every setting and
never a mismatch. mode is per compilation, on CompileTarget (the target
default) or on compile()'s options; a mode a target does not offer
(complex on glsl) is a capability decline, never a silent coercion. The
shader targets and interval-js offer strict only.
Deprecated:
complexPromotion: truemaps tomode: 'complex'(a console warning, once), and is ignored on a target without complex mode. Sinceautoalready promotes, most callers can simply drop it.
Custom Operators
By default, operators like +, -, *, / compile to their JavaScript equivalents. However, you can override operators to use custom function calls instead. This is particularly useful for:
- Vector and matrix operations - where
[1,2,3] + [4,5,6]should call a customadd()function - Custom domain-specific languages - where operations have specialized semantics
- Type-specific operations - where the same operator behaves differently for different types
Basic Usage
Override operators by passing an operators option to compile():
import { compile } from '@cortex-js/compute-engine';
const result = compile("v + w", {
operators: {
Add: ['add', 11], // Convert + to add() function
Multiply: ['mul', 12] // Convert * to mul() function
},
functions: {
add: (a, b) => a.map((v, i) => v + b[i]),
mul: (a, b) => a.map((v, i) => v * b[i])
}
});
const value = result.run({ v: [1, 2, 3], w: [4, 5, 6] });
console.log(value);
// ➔ [5, 7, 9]
The operator override format is [functionName, precedence]:
- functionName: The name of the function to call (alphanumeric identifier)
- precedence: Numeric precedence level (higher = tighter binding)
Function-Based Overrides
You can also use a function to conditionally override operators:
import { compile } from '@cortex-js/compute-engine';
const result = compile("v + w", {
operators: (op) => {
// Only override Add, let other operators use defaults
if (op === 'Add') return ['vectorAdd', 11];
return undefined;
},
functions: {
vectorAdd: (a, b) => a.map((v, i) => v + b[i])
}
});
Complex Expressions
Operator overrides work with complex nested expressions:
import { compile } from '@cortex-js/compute-engine';
const result = compile("(a + b) * c", {
operators: {
Add: ['add', 11],
Multiply: ['mul', 12]
},
functions: {
add: (a, b) => a.map((v, i) => v + b[i]),
mul: (a, b) => a.map((v, i) => v * b[i])
}
});
const value = result.run({
a: [1, 2, 3],
b: [4, 5, 6],
c: [2, 2, 2]
});
console.log(value);
// ➔ [10, 14, 18] // (a + b) * c = ([1,2,3] + [4,5,6]) * [2,2,2]
Important Notes
Canonical Form: Expressions are canonicalized before compilation, which may affect operator usage:
- Subtraction
a - bis canonicalized toAdd(a, Negate(b)) - To handle subtraction with custom operations, override both
AddandNegate
Symbol vs Function Names:
- Function names (alphanumeric like
add,mul) compile to function calls:add(a, b) - Symbol operators (like
+,-,⊕) compile to infix operators:a + b
Partial Overrides: You can override only some operators; others will use their default JavaScript implementations.
Example: Complete Vector Math
Advanced: Custom Compilation Targets
For advanced use cases, you can create completely custom compilation targets by using the exported CompileTarget interface and BaseCompiler class.
Exported Interfaces
import {
ComputeEngine,
BaseCompiler,
JavaScriptTarget,
type CompileTarget,
} from '@cortex-js/compute-engine';
Creating a Custom Target
Define a custom target object that implements the CompileTarget interface:
import { BaseCompiler } from '@cortex-js/compute-engine';
const myTarget = {
language: 'my-dsl',
operators: (op) => {
const ops = {
Add: ['ADD', 11],
Multiply: ['MUL', 12],
Divide: ['DIV', 13],
};
return ops[op];
},
functions: (id) => id.toUpperCase(),
var: (id) => `VAR("${id}")`,
string: (s) => `"${s}"`,
number: (n) => n.toString(),
ws: () => ' ',
preamble: '',
indent: 0,
};
const code = BaseCompiler.compile("x + y * 2", myTarget);
console.log(code);
// → ADD(VAR("x"), MUL(VAR("y"), 2))
Example: SQL-like Target
import { BaseCompiler } from '@cortex-js/compute-engine';
const sqlTarget = {
language: 'sql',
operators: (op) => {
return {
Equal: ['=', 8],
NotEqual: ['<>', 8],
And: ['AND', 4],
Or: ['OR', 3],
}[op];
},
functions: (id) => ({ Abs: 'ABS', Sqrt: 'SQRT' }[id]),
var: (id) => `"${id}"`, // Quote column names
string: (s) => `'${s.replace(/'/g, "''")}'`,
number: (n) => n.toString(),
ws: () => ' ',
preamble: '',
indent: 0,
};
const sql = BaseCompiler.compile("x > 10 \\land y \\leq 20", sqlTarget);
console.log(`SELECT * FROM table WHERE ${sql}`);
// → SELECT * FROM table WHERE AND("x" > 10, "y" <= 20)
For more examples of custom targets, see examples/compile-custom-target.js.
Plugin Architecture: Registering Custom Targets
The Compute Engine includes a plugin architecture that allows you to register custom compilation targets and switch between them easily.
Built-in Targets
The Compute Engine comes with these compilation targets:
javascript(default) - Compiles to executable JavaScript functionsglsl- Compiles to GLSL (OpenGL Shading Language) for WebGL shaderspython- Compiles to Python/NumPy code for scientific computing (requires registration)interval-js- Compiles to JavaScript using interval arithmetic for reliable function plottinginterval-glsl- (Deprecated) Compiles to GLSL using interval arithmetic for GPU-based plotting
Compiling to Different Targets
Use the to option to specify the target language:
import { parse, compile } from '@cortex-js/compute-engine';
const expr = parse("x^2 + y^2");
// Compile to JavaScript (default)
const jsResult = compile(expr);
console.log(jsResult.run({ x: 3, y: 4 })); // → 25
// Compile to GLSL
const glslResult = compile(expr, { to: 'glsl' });
console.log(glslResult.code); // → pow(x, 2.0) + pow(y, 2.0)
Python/NumPy Target
The Compute Engine includes a complete Python/NumPy compilation target for scientific computing:
import { ComputeEngine, PythonTarget, compile } from '@cortex-js/compute-engine';
const ce = new ComputeEngine();
// Register the Python target with NumPy support
ce.registerCompilationTarget(
'python', new PythonTarget({ includeImports: true })
);
// Compile expressions to Python/NumPy code
const f = compile("\\sin(x) + \\cos(y)", { to: 'python' });
console.log(f.code);
// → import numpy as np
//
// np.sin(x) + np.cos(y)
Generating Python Functions
The PythonTarget can generate complete Python functions:
import { PythonTarget } from '@cortex-js/compute-engine';
const python = new PythonTarget({ includeImports: true });
const func = python.compileFunction(
"\\sqrt{x^2 + y^2}",
'euclidean_distance',
['x', 'y'],
'Calculate Euclidean distance between two points'
);
console.log(func);
Generates:
import numpy as np
def euclidean_distance(x, y):
"""Calculate Euclidean distance between two points"""
return np.sqrt(x ** 2 + y ** 2)
Use Cases
The Python target is ideal for:
- Scientific Computing: Generate NumPy code for numerical analysis
- Machine Learning: Create feature engineering functions
- Data Analysis: Convert formulas to Pandas/NumPy operations
- Education: Show Python equivalents of mathematical notation
- Code Generation: Automated function creation from LaTeX
Lambda Functions
Generate Python lambda expressions:
const lambda = python.compileLambda("x^2 + 2x + 1", ['x']);
console.log(lambda);
// → lambda x: x ** 2 + 2 * x + 1
Supported Functions
The Python target maps to NumPy functions:
- Trigonometric:
sin→np.sin,cos→np.cos, etc. - Exponential:
exp→np.exp,ln→np.log - Power:
x^n→x ** n,sqrt→np.sqrt - Statistics:
sum→np.sum,mean→np.mean - Linear Algebra:
dot→np.dot,cross→np.cross
For complete documentation, see the Python Target Guide.
Interval Arithmetic Targets
The Compute Engine includes interval arithmetic compilation targets designed for
reliable function plotting. These targets operate on intervals [lo, hi] rather
than point values, providing guaranteed enclosures of the true result and
detecting singularities.
Why Interval Arithmetic?
Standard plotting approaches sample functions at regular intervals, which can:
- Miss features (spikes between sample points)
- Create aliasing (high-frequency oscillations appear as lower frequencies)
- Produce wild line segments at singularities (like
tan(π/2)) - Render discontinuities as vertical lines
Interval arithmetic addresses these by:
- Returning wide intervals when uncertainty is high (triggers refinement)
- Explicitly detecting division by zero and other singularities
- Indicating when function domains are restricted
JavaScript Interval Target (interval-js)
import { compile } from '@cortex-js/compute-engine';
const f = compile("\\sin(x) / x", { to: 'interval-js' });
// Call with interval inputs
const value = f.run({ x: { lo: -0.1, hi: 0.1 } });
console.log(value);
// → { kind: 'singular' } // Division by interval containing zero
The function accepts an object where keys are variable names and values are
Interval objects with lo and hi properties.
Result Types
The compiled function returns an IntervalResult discriminated union:
| Kind | Meaning | Example |
|---|---|---|
interval | Normal result with bounds | sin([0, π]) → { kind: 'interval', value: { lo: 0, hi: 1 } } |
empty | No valid output values | sqrt([-2, -1]) → { kind: 'empty' } |
entire | Result spans all reals | Division with mixed signs near zero |
singular | Contains a pole/asymptote | 1 / [-1, 1] → { kind: 'singular' } |
partial | Partially valid domain | sqrt([-1, 4]) → { kind: 'partial', value: { lo: 0, hi: 2 }, domainClipped: 'lo' } |
Examples
import { compile } from '@cortex-js/compute-engine';
// Simple function - normal result
const sinResult = compile('\\sin(x)', { to: 'interval-js' });
sinResult.run({ x: { lo: 0, hi: Math.PI } });
// → { kind: 'interval', value: { lo: 0, hi: 1 } }
// Singularity detection
const recipResult = compile('1/x', { to: 'interval-js' });
recipResult.run({ x: { lo: -1, hi: 1 } });
// → { kind: 'singular' }
// Partial domain
const sqrtResult = compile('\\sqrt{x}', { to: 'interval-js' });
sqrtResult.run({ x: { lo: -1, hi: 4 } });
// → { kind: 'partial', value: { lo: 0, hi: 2 }, domainClipped: 'lo' }
// Multi-variable expressions
const fnResult = compile('x^2 + y', { to: 'interval-js' });
fnResult.run({ x: { lo: 1, hi: 2 }, y: { lo: 0, hi: 0.5 } });
// → { kind: 'interval', value: { lo: 1, hi: 4.5 } }
GLSL Interval Target (interval-glsl)
The interval-glsl target (and the never-rebuilt interval-wgsl sibling) is
deprecated and will be removed in a future release. GPU interval evaluation only
pays off when the entire pipeline stays on the GPU; a compile → GPU framebuffer →
readPixels → CPU round-trip is net-negative versus CPU interval-js, and the
target cannot compile any relational operator (so it cannot host
restriction/masking conditions). Use interval-js (CPU interval arithmetic)
or the scalar glsl/wgsl targets instead.
For GPU-based plotting, compile to GLSL interval arithmetic:
import { IntervalGLSLTarget } from '@cortex-js/compute-engine';
const target = new IntervalGLSLTarget();
// Generate complete shader code
const shader = target.compileShaderFunction("\\sin(x) + y^2", {
functionName: 'evaluateInterval',
parameters: ['x', 'y'],
version: '300 es'
});
console.log(shader);
// Outputs complete GLSL shader with interval arithmetic library
In GLSL, intervals are represented as vec2 where .x is the lower bound and
.y is the upper bound. The generated shader includes status flags for
singularity detection.
Plotting Integration
The interval results enable adaptive plotting algorithms:
function shouldSubdivide(result, tolerance) {
switch (result.kind) {
case 'singular':
case 'entire':
return true; // Always refine near singularities
case 'interval':
case 'partial':
return (result.value.hi - result.value.lo) > tolerance;
case 'empty':
return false; // Nothing to plot
}
}
Registering Custom Targets
You can also create your own compilation targets using ce.registerCompilationTarget():
import { ComputeEngine, BaseCompiler, compile } from '@cortex-js/compute-engine';
const ce = new ComputeEngine();
// Define a custom target (e.g., for R, MATLAB, etc.)
class CustomTarget {
getOperators() {
return {
Add: ['+', 11],
Multiply: ['*', 12],
// ... other operators
};
}
getFunctions() {
return {
Sin: 'sin',
Cos: 'cos',
// ... other functions
};
}
createTarget() {
return {
language: 'custom',
operators: (op) => this.getOperators()[op],
functions: (id) => this.getFunctions()[id],
var: (id) => id,
string: (str) => JSON.stringify(str),
number: (n) => n.toString(),
indent: 0,
ws: () => ' ',
preamble: '',
};
}
compile(expr, options = {}) {
const target = this.createTarget();
const code = BaseCompiler.compile(expr, target);
return {
target: 'custom',
success: true,
code,
};
}
}
// Register and use
ce.registerCompilationTarget('custom', new CustomTarget());
const result = compile("x + y * 2", { to: 'custom' });
console.log(result.code);
Direct Target Override
For one-time use, you can provide a CompileTarget directly without registration:
import { compile } from '@cortex-js/compute-engine';
const customTarget = {
language: 'custom',
operators: () => ['+', 10],
functions: () => undefined,
var: (id) => id.toUpperCase(),
string: (str) => `"${str}"`,
number: (n) => n.toString(),
indent: 0,
ws: () => ' ',
preamble: '',
};
const result = compile("a + b", { target: customTarget });
console.log(result.code); // → A + B
The target option takes precedence over the to option if both are provided.
Creating Custom Language Targets
To create a custom language target, implement the LanguageTarget interface:
interface LanguageTarget {
/**
* Returns operator mappings for this language.
* Maps operator names to [operator_string, precedence] tuples.
*/
getOperators(): CompiledOperators;
/**
* Returns function mappings for this language.
* Maps function names to language-specific function names or implementations.
*/
getFunctions(): CompiledFunctions;
/**
* Creates a CompileTarget with the specified options.
*/
createTarget(options?: Partial<CompileTarget>): CompileTarget;
/**
* Compiles an expression to a CompilationResult.
* For non-JavaScript targets, this typically returns a result
* with the source code in the `code` property.
*/
compile(
expr: Expression,
options?: CompilationOptions
): CompilationResult;
}
For complete examples of custom targets including RPN (Reverse Polish Notation), Python, and more, see examples/compile-plugin-architecture.js.
Performance Benchmarks
JavaScript vs Python/NumPy
To compare performance across compilation targets, the project includes benchmark scripts:
JavaScript Benchmarks (Node.js):
npm run test compute-engine/compile-performance
Python Benchmarks (generated):
# Generate the Python benchmark script
npm run test compute-engine/compile-python-generate
# Run Python benchmarks (requires NumPy)
python benchmarks/python-performance.py
Expected Results
The benchmarks test the same mathematical expressions across different targets:
| Target | Performance | Use Case |
|---|---|---|
| JavaScript Compiled | 40-2900x faster than eval | CPU computation, real-time calculations |
| Python/NumPy | Fast for arrays, some overhead for scalars | Scientific computing, data analysis |
| GLSL | Massively parallel on GPU | Graphics, WebGL shaders |
Key Insights:
- JavaScript compilation is excellent for single-threaded CPU performance
- Python/NumPy excels at vectorized array operations
- GLSL enables GPU parallelism for millions of simultaneous operations
Limitations
Precision: Compiled functions use machine-precision (64-bit) floating-point arithmetic only. Arbitrary-precision and symbolic calculations are not available.
Complex numbers: The JavaScript target supports complex arithmetic when the
expression involves complex-valued operands (e.g., i, complex-typed symbols).
Complex results are returned as { re, im } objects. See
Complex Numbers for details and
Result Convention: a real value is a plain number, so typeof v === 'number' ? v : NaN projects to the reals.
Unsupported functions: Most standard mathematical functions are supported,
but some cannot be compiled. When compilation fails, compile() returns a
CompilationResult with success set to false.
By default, a fallback run function based on the CE's numerical evaluator is
provided so the expression still produces a result (at lower performance). Set
{ fallback: false } to throw instead.
Target coverage varies. Not every function that compiles to JavaScript also compiles to GLSL or interval-js. The JavaScript target has the broadest coverage (~120 functions including special functions, statistics, Bessel, and color operations). The GLSL target supports ~80 functions (basic math, trig, hyperbolic, gamma, erf, and color — but not statistics, Bessel, Zeta, LambertW, or iterative constructs like Sum/Product). The interval-js target covers ~60 functions (basic math, trig, hyperbolic, gamma).
When a target fails, callers should fall back to a more capable target (e.g., GLSL → JavaScript, interval-js → JavaScript).