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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 ...
Muller's method is a recursive method which generates an approximation of the root ξ of f at each iteration. Starting with the three initial values x 0, x −1 and x −2, the first iteration calculates the first approximation x 1, the second iteration calculates the second approximation x 2, the third iteration calculates the third approximation x 3, etc.
In numerical analysis, the secant method is a root-finding algorithm that uses a succession of roots of secant lines to better approximate a root of a function f. The secant method can be thought of as a finite-difference approximation of Newton's method. However, the secant method predates Newton's method by over 3000 years.
Bairstow's method. In numerical analysis, Bairstow's method is an efficient algorithm for finding the roots of a real polynomial of arbitrary degree. The algorithm first appeared in the appendix of the 1920 book Applied Aerodynamics by Leonard Bairstow. [1][non-primary source needed] The algorithm finds the roots in complex conjugate pairs ...
Digit-by-digit algorithm. The traditional pen-and-paper algorithm for computing the square root is based on working from higher digit places to lower, and as each new digit pick the largest that will still yield a square . If stopping after the one's place, the result computed will be the integer square root.
Square root. Notation for the (principal) square root of x. For example, √ 25 = 5, since 25 = 5 ⋅ 5, or 52 (5 squared). In mathematics, a square root of a number x is a number y such that ; in other words, a number y whose square (the result of multiplying the number by itself, or ) is x. [1] For example, 4 and −4 are square roots of 16 ...
Sum ← Sum + x. SumSq ← SumSq + x × x. Var = (SumSq − (Sum × Sum) / n) / (n − 1) This algorithm can easily be adapted to compute the variance of a finite population: simply divide by n instead of n − 1 on the last line. Because SumSq and (Sum×Sum)/n can be very similar numbers, cancellation can lead to the precision of the result to ...
Root-finding algorithm. In numerical analysis, a root-finding algorithm is an algorithm for finding zeros, also called "roots", of continuous functions. A zero of a function f, from the real numbers to real numbers or from the complex numbers to the complex numbers, is a number x such that f(x) = 0. As, generally, the zeros of a function cannot ...