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Feb 6, 2020 at 0:17 history protected VE7JRO
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Jun 3, 2017 at 16:47 comment added Transistor Overlord @EdgarBonet Sorry for the late reply. I dont have any current quantified fixed accuracy. I just want to know all possible options for now
Apr 30, 2017 at 7:36 comment added Edgar Bonet Could you quantify your accuracy requirement? The approximation cos(π/2x) ≈ 1−x² has a maximal error of 5.6e-2. And (1−x²)(1−0.224x²), which costs 3 multiplications, is good to within 9.20e-4.
Apr 29, 2017 at 20:16 history tweeted twitter.com/StackArduino/status/858414624114343936
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Apr 29, 2017 at 11:13 comment added Majenko For just 90 (integer) degrees a 90-entry lookup table would be fastest and most efficient. In fact for the full 360 degrees you can use a 90-entry lookup table. Just read it backwards for 90-179 and invert it for 180-269. Do both for 270-359.
Apr 29, 2017 at 10:59 comment added Transistor Overlord Degrees yes. I think it would be easier to write code and test if we use integers, so I would go with that. I ll put more clear information about edits
Apr 29, 2017 at 10:26 comment added sa_leinad I assume you are wanting to work in degrees. Are you going to want to input integers or decimal numbers for the angle?
Apr 29, 2017 at 10:09 history edited Transistor Overlord CC BY-SA 3.0
Mentioned tolerance for error and approximation
S Apr 29, 2017 at 10:07 history suggested Ghanima CC BY-SA 3.0
fixed indentation, minor copy editing
Apr 29, 2017 at 10:07 comment added Transistor Overlord Yes actually, but I would like to know the extent of the error of different methods. This is not a precision product but a side project of mine. Actually approximations are inevitable for almost any (if not any) digital system implementing a mathematical function
Apr 29, 2017 at 10:03 comment added sa_leinad Would you be ok with approximate values?
Apr 29, 2017 at 9:44 review Suggested edits
S Apr 29, 2017 at 10:07
Apr 29, 2017 at 9:11 review First posts
Apr 29, 2017 at 10:09
Apr 29, 2017 at 9:09 history asked Transistor Overlord CC BY-SA 3.0