# the famous Lorenz equation set up for 3d view init x=-7.5 y=-3.6 z=30 par r=27 s=10 b=2.66666 # evaluate xdot etc xd=s*(-x+y) yd=r*x-y-x*z zd=-b*z+x*y # perturb x etc xp=x+eps*vx yp=y+eps*vy zp=z+eps*vz # evaluate perturbed xdot etc xpd=s*(-xp+yp) ypd=r*xp-yp-xp*zp zpd=-b*zp+xp*yp # approximate A(t) v dx=(xpd-xd)/eps dy=(ypd-yd)/eps dz=(zpd-zd)/eps # v^T A v a=vx*dx+vy*dy+vz*dz # odes for main system x'=xd y'=yd z'=zd # odes for vector vx'=dx-a*vx vy'=dy-a*vy vz'=dz-a*vz # compute avarage aa'=a aux abar=aa/max(1,t) # check length aux ll=vx^2+vy^2+vz^2 init vx=1 par eps=.001 @ dt=1, total=500,meth=qualrk,atol=1e-5,tol=1e-8 @ maxstor=20000,bound=1000000 done