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  2. Rounding - Wikipedia

    en.wikipedia.org/wiki/Rounding

    This type of rounding, which is also named rounding to a logarithmic scale, is a variant of rounding to a specified power. Rounding on a logarithmic scale is accomplished by taking the log of the amount and doing normal rounding to the nearest value on the log scale. For example, resistors are supplied with preferred numbers on a logarithmic scale.

  3. Triominoes - Wikipedia

    en.wikipedia.org/wiki/Triominoes

    The game includes only 56 out of 76 possible tiles, omitting those tiles in which the numbers appear in clockwise descending order; i.e., where 0-1-2 is a possible tile, the mirror-image reflection 0-2-1 is not. Consequently, there are many situations in which no tile completes a bridge or hexagon.

  4. Methods of computing square roots - Wikipedia

    en.wikipedia.org/wiki/Methods_of_computing...

    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 ...

  5. Round-off error - Wikipedia

    en.wikipedia.org/wiki/Round-off_error

    This rounding rule is biased because it always moves the result toward zero. Round-to-nearest : f l ( x ) {\displaystyle fl(x)} is set to the nearest floating-point number to x {\displaystyle x} . When there is a tie, the floating-point number whose last stored digit is even (also, the last digit, in binary form, is equal to 0) is used.

  6. Fast inverse square root - Wikipedia

    en.wikipedia.org/wiki/Fast_inverse_square_root

    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 ...

  7. Deterministic algorithm - Wikipedia

    en.wikipedia.org/wiki/Deterministic_algorithm

    The behavior of a card shuffling program used in a game of blackjack, for example, should not be predictable by players — even if the source code of the program is visible. The use of a pseudorandom number generator is often not sufficient to ensure that players are unable to predict the outcome of a shuffle.

  8. US economic growth slows in fourth quarter - AOL

    www.aol.com/news/us-economic-growth-slows-fourth...

    Nonetheless, consumer spending, which accounts for more than two-thirds of the economy, grew at a 4.2% rate last quarter after rounding, matching the previously estimated pace. The economy grew 2. ...

  9. Planning poker - Wikipedia

    en.wikipedia.org/wiki/Planning_poker

    Planning poker, also called Scrum poker, is a consensus-based, gamified technique for estimating, mostly used for timeboxing in Agile principles. In planning poker, members of the group make estimates by playing numbered cards face-down to the table, instead of speaking them aloud. The cards are revealed, and the estimates are then discussed.

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