Xref: utzoo comp.theory.dynamic-sys:188 sci.math:15793 sci.physics:17524 Path: utzoo!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!elroy.jpl.nasa.gov!jato!vsnyder From: vsnyder@jato.jpl.nasa.gov (Van Snyder) Newsgroups: comp.theory.dynamic-sys,sci.math,sci.physics Subject: Re: square roots by hand or computer Message-ID: <1991Mar15.202738.9606@jato.jpl.nasa.gov> Date: 15 Mar 91 20:27:38 GMT References: <1991Feb28.220523.6184@zaphod.mps.ohio-state.edu> <1991Mar1.001103.6341@cec1.wustl.edu> <1991Mar14.113902.97@bsu-ucs.uucp> <1991Mar15.063023.6605@dsd.es.com> Reply-To: vsnyder@jato.Jpl.Nasa.Gov (Van Snyder) Organization: Jet Propulsion Laboratory, Pasadena, CA Lines: 32 In article <1991Mar14.113902.97@bsu-ucs.uucp> 00lhramer@bsu-ucs.uucp (Leslie Ramer) writes: >I would much rather use Newton's method to find the square root or any other >root for that matter. [...] > >Now the only problem is a starting value. A decent starting value is 1. > At least for square and cube roots, there are good rational approximations for starting values in "Computer Approximations" by Hart et. al. The usual practice in a library code for a typical (base 2) computer is to separate the exponent and fraction of the floating point number. Then (for square roots), if the exponent is odd, divide the fraction by 2 (shift right one) and subtract one from the exponent. The square root is then the number whose floating point representation has 1/2 the exponent as revised above, and a fraction given by the square root of the input fraction as revised above. Since the revised fraction, however, is between 1/4 and 1, however, it's possible to get a reasonably close initial estimate from a rational approx- imation. Since Newton's method doubles the number of correct digits on each iteration (when it's converging), getting 8 bits from the initial approximation and then doing two iterations of Newton's method is adequate. But the one-bit-at-a time algorithms that are similar to division algorithms (but a little simpler) are what are used inside co-processor chips: You get a square root for the cost of one division (approximately), instead of 3 divisions, some multiplications, some adds (all floating point), and some jerking around of the floating point representation. -- vsnyder@jato.Jpl.Nasa.Gov ames!elroy!jato!vsnyder vsnyder@jato.uucp