import static java.1ang.Math.*; System.out.println("The square root of \u03C0 is " + sqrt(PI)); 1. 2. 3. 在Math 类中, 为了达到最快的性能, 所有的方法都使用计算机浮点单元中的例 程.. 如果得到一个完全可预测的结果比运行速度更重要的话, 那么就应该使用 StrictMath 类,,它使用“ 自由...
Pi magic := math.Sin(radLat) magic = 1 - ee*magic*magic sqrtMagic := math.Sqrt(magic) dLat = (dLat * 180.0) / ((a * (1 - ee)) / (magic * sqrtMagic) * math.Pi) dLng = (dLng * 180.0) / (a / sqrtMagic * math.Cos(radLat) * math.Pi) dLat = (dLat * 180.0) / ...
self.blocks_multiply_const_vxx_0 = blocks.multiply_const_vff((fc/samp_rate_out*(2*math.pi)/1e6, ))### Connections###self.msg_connect((self,'ppm_in'), (self.gsm_controlled_const_source_f_0,'constant_msg')) self.connect((self.blocks_multiply_const_vxx_0,0), (self.gsm_controlled...
const angleIncrement = (Math.PI * 2) / sides; 3.计算顶点坐标: 利用余弦和正弦值计算每个顶点相对于起始点的偏移量。这里采用了旋转公式,通过旋转坐标系来计算新的顶点坐标。 const cosValue = Math.cos(angleIncrement * i), sinValue = Math.sin(angleIncrement * i); 4.复制中心点和顶点: 为了防止...
#include <math.h> const int n = 20; const GLfloat R = 0.5f; const GLfloat Pi = 3.1415926536f; void myDisplay(void) { int i; glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); for(i=0; i<n; ++i) glVertex2f(R*cos(2*Pi/n*i), R*sin(2*Pi/n*i)); ...
两个经纬度算距离class Earth{private const double EARTH_RADIUS = 6378.137;//地球半径private static double Rad(double d){return d * Math.PI / 180.0;}public static double GetDistance(double lat1,double lng1,double lat2,double lng2){double ra
1两个经纬度算距离class Earth{private const double EARTH_RADIUS = 6378.137;//地球半径private static double Rad(double d){return d * Math.PI / 180.0;}public static double GetDistance(double lat1,double lng1,double lat2,double lng2){double radLat1 = Rad(lat1);double radLat2 = Rad(lat2...
self.phase = blocks.multiply_const_cc(complex(math.cos(phase_offset), math.sin(phase_offset))) self.snk = blocks.file_sink(gr.sizeof_gr_complex, ofile) self.connect(self.src, self.channel, self.phase, self.snk) 开发者ID:Rapternmn,项目名称:gnuradio,代码行数:25,代码来源:benchmark_add...
#include <math.h> const int n = 20; const GLfloat R = 0.5f; const GLfloat Pi = 3.1415926536f; void myDisplay(void) { int i; glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); for(i=0; i<n; ++i) glVertex2f(R*cos(2*Pi/n*i), R*sin(2*Pi/n*i)); ...
(Π/2+θ) sin θ+cos θ 2Π ξ (θ )|Π/2<θ≤Π = (3Π/2−θ) sin θ−cos θ 2Π 2 Variables Q: mechanical quality factor Cp: capacitance α: coupling coefficient of units [N/V or C/m]c: stiffness ω: ratio between excitation frequency and resonance frequency ωn: ...