Square root of 3 billion digits. The fraction (…) for the square root of three can be used as an approximation. Despite having a denominator of only 56, it differs from the correct value by less than (approximately ). The rounded value of 1.732 is correct to within 0.01% of the actual value. Archimedes reported , accurate to (six decimal places) and (four decimal places), respectively. It can be expressed as the continued fraction , expanded on the right. It can also be expressed by generalized continued fractions such as which is evaluated at every second term. The following nested square expressions converge to
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