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A method analogous to piece-wise linear approximation but using only arithmetic instead of algebraic equations, uses the multiplication tables in reverse: the square root of a number between 1 and 100 is between 1 and 10, so if we know 25 is a perfect square (5 × 5), and 36 is a perfect square (6 × 6), then the square root of a number greater than or equal to 25 but less than 36, begins with ...
The square roots of the perfect squares (e.g., 0, 1, 4, 9, 16) ... Computer spreadsheets and other software are also frequently used to calculate square roots.
Inverting this process allows square roots to be found, and similarly for the powers 3, 1/3, 2/3, and 3/2. Care must be taken when the base, x, is found in more than one place on its scale. For instance, there are two nines on the A scale; to find the square root of nine, use the first one; the second one gives the square root of 90.
In the physics of gas molecules, the root-mean-square speed is defined as the square root of the average squared-speed. The RMS speed of an ideal gas is calculated using the following equation: v RMS = 3 R T M {\displaystyle v_{\text{RMS}}={\sqrt {3RT \over M}}}
Squares of even numbers are even, and are divisible by 4, since (2n) 2 = 4n 2. Squares of odd numbers are odd, and are congruent to 1 modulo 8, since (2n + 1) 2 = 4n(n + 1) + 1, and n(n + 1) is always even. In other words, all odd square numbers have a remainder of 1 when divided by 8. Every odd perfect square is a centered octagonal number ...
The square root of two is the frequency ratio of a tritone interval in twelve-tone equal temperament music. The square root of two forms the relationship of f-stops in photographic lenses, which in turn means that the ratio of areas between two successive apertures is 2.
/// Performs a Karatsuba square root on a `u64`. pub fn u64_isqrt (mut n: u64)-> u64 {if n <= u32:: MAX as u64 {// If `n` fits in a `u32`, let the `u32` function handle it. return u32_isqrt (n as u32) as u64;} else {// The normalization shift satisfies the Karatsuba square root // algorithm precondition "a₃ ≥ b/4" where a₃ is the most ...
Lighting and reflection calculations, as in the video game OpenArena, use the fast inverse square root code to compute angles of incidence and reflection.. Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in ...