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HyperbolicEmbedding

Struct HyperbolicEmbedding 

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pub struct HyperbolicEmbedding { /* private fields */ }
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Hyperbolic embedding manager for hierarchical data.

Provides a convenient interface for storing and querying hierarchical embeddings in Poincaré ball space.

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impl HyperbolicEmbedding

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pub fn new(config: HyperbolicConfig) -> Self

Create a new hyperbolic embedding manager.

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pub fn with_dimensions(dimensions: usize) -> Self

Create with default configuration.

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pub fn add(&mut self, id: &str, euclidean: &[f32])

Add a Euclidean vector as a named embedding.

Converts to Poincaré ball coordinates.

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pub fn add_child( &mut self, parent_id: &str, child_id: &str, child_euclidean: &[f32], )

Add a parent-child relationship using Möbius addition.

The child is placed at parent ⊕ child_euclidean, which naturally positions it farther from the origin along the parent’s direction.

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pub fn get(&self, id: &str) -> Option<&[f32]>

Get the hyperbolic embedding for a given id.

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pub fn nearest_neighbors(&self, query_id: &str, k: usize) -> Vec<(String, f32)>

Find the k nearest neighbors in hyperbolic space.

Returns (id, distance) pairs sorted by distance.

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pub fn search(&self, query: &[f32], k: usize) -> Vec<(String, f32)>

Find nearest neighbors for an arbitrary Euclidean query.

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pub fn hierarchical_distance(&self, id_a: &str, id_b: &str) -> f32

Compute the hierarchical distance between two embeddings.

In hierarchical data, nodes deeper in the tree are farther from the origin. This function returns the hyperbolic distance plus a depth penalty.

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pub fn len(&self) -> usize

Returns the number of stored embeddings.

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pub fn is_empty(&self) -> bool

Returns true if no embeddings stored.

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pub fn ids(&self) -> Vec<&str>

Returns all embedding ids.

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pub fn depth(&self, id: &str) -> f32

Get the hyperbolic distance of a point from the origin.

Points closer to the origin are “higher” in the hierarchy.

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pub fn rank_by_depth(&self) -> Vec<(String, f32)>

Rank all embeddings by depth (origin distance).

Returns (id, depth) pairs sorted by depth ascending. Items with lower depth are closer to the root of the hierarchy.

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