Square root any nonnegative number, then the principal square root of −"x" is The right side (as well as its negative) is indeed a square root of −"x", since For every non-zero complex number "z" there exist precisely two numbers "w" such that : the principal square root of "z" (defined below), and its negative. There are two complex numbers that square to a given arbitrary non-zero imaginary number formula_11 with real formula_12 where the two-digit pattern {3, 6} repeats over and over again in the partial denominators. Since , the above is also identical to the following generalized continued fractions: The
Fast inverse square root Fast inverse square root 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 . This operation is used in digital signal processing to normalize a vector, i.e., scale it to length 1. For example, computer graphics programs use inverse square roots to compute angles of incidence and reflection for lighting and shading. The algorithm is best known for its implementation in 1999 in the source code of "Quake III Arena", a first-person