Mathematics - Functions

Discussion in 'Tutorial Repository' started by martix, Aug 25, 2006.

  1. Darthfett

    Darthfett Super Mod

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    +614 / 0 / -0
    You might want to put down other things that can be used in the WE too... like some formulas. :)

    I am working on a jumping system using some formulas in physics, and they're helping out a lot.

    EX:

    A = Acceleration
    Vi = Initial Velocity
    T = Time
    ΔX = Displacement/Distance
    ΔX = 1/2A(T^2) + ViT

    I'm using variables that automatically increase, and change it.

    This way, I can just imput a few numbers, like the unit's max height, and how long it jumps for, and it will automatically calculate all the other variables, and I can set the Formula as what the Flying height will be changed too. (Rather than tons of If-Then-Else's).
     
  2. Capt Griffen

    Capt Griffen Guest

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    +0 / 0 / -0
    Reals are floating point values, with 32 bits, I believe. As such trying to pin down an exact level of precision is pointless, and downright wrong.
     
  3. Jazradel

    Jazradel Helping people do more by doing less.

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    +102 / 0 / -0
    This is how blizzard defines certain values:
    constant real bj_PI = 3.14159
    constant real bj_E = 2.71828
    constant real bj_RADTODEG = 180.0/bj_PI
    constant real bj_DEGTORAD = bj_PI/180.0
     
  4. Greenspawn

    Greenspawn Guest

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    here's a neat little tip to get around the square root problem.

    sqrt(x^(2/n)) where x is the base number and n is the root of the number you want. For example:

    3rd root(8) = 2

    sqrt(8^(2/3) = 8^((2/3)/2) = 8^(1/3) = 3rd root(8) = 2

    this'll allow for you to calculate 3rd roots, 4th roots, 152nd roots, and any other roots.

    ~Greenspawn
     
  5. Corleone

    Corleone New Member

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    +44 / 0 / -0
    Nice tutorial. +rep

    Believe it or not, I know the first 108 digits:p
     
  6. Void

    Void New Member

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    +16 / 0 / -0
    Er....

    W T F ?
    My noobish brain doesnt comprehendo all of this stuff... :nuts:
    Give me a taco dammit!!!
     
  7. martix

    martix There is no spoon

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    +49 / 0 / -0
    So lets see how this thing is doing. Been a long time since I wrote this. I wonder if it opened the minds of a few people as to what you can do with the instrumentarium provided here.
    I just did a minor edit, added a few examples and links to useful stuff.
     
  8. 3ICE

    3ICE Cool Member

    Ratings:
    +3 / 0 / -0
    Re: whatever :D

    A quick review:

    Poke button:
    4. Math - Random Percentage *(Real-ONLY)
    Returns a REAL value between 0 and 100 to be used as a percentage(nothing more to say I guess).
    should be
    4. Math - Random Percentage *(Real-ONLY)
    Returns a REAL value between 0.00 and 1.00 to be used as a percentage(nothing more to say I guess).

    5. Math - Min
    This is used to compare 2 numbers and give the lesser one. The position doesn't matter. It always involves at least variable(or you banged your head and don't know if 1 is bigger than 2)
    Example: Min(5,2) would return 2 as it is lesser than 5.
    should be
    5. Math - Min
    This is used to compare 2 numbers and give the lesser one. The position doesn't matter. It always involves at least variable(or you banged your head and don't know if 1 is bigger than 2)
    Example: Min(5,2) would return 2 as it is less than 5.

    9. Math - Modulo
    Calculates the remainder of a devision.(That would be enough for me, but who knows what people are out there).
    It gives you what is left behind when the division reaches the decimal point. Divisions that return a whole number do not have a remainder.
    This is a very useful, yet underused function. It can be used for ex. when going from one numeric system to another(decimal->hex->octal).
    should be
    9. Math - Modulo
    Calculates the remainder of a division.(That would be enough for me, but who knows what people are out there).
    It gives you what is left behind when the division reaches the decimal point. Divisions that return a whole number do not have a remainder.
    This is a very useful, yet underused function. It can be used for ex. when going from one numeric system to another(decimal->hex->octal).

    These are pretty much all the algebraic functions, now comes Trigonometry(the advanced stuff).
    Some notes - using the arithmetic function you can actually get past the 2 digit decimal limitation when using predefined numbers(ones you typed yourself, not changeable). For example - 943.89/100=9.4389 - thats how you can simulate a more accurate number.
    should be
    These are pretty much all the algebraic functions, now comes Trigonometry(the advanced stuff).
    Some notes - using the arithmetic function you can actually get past the 2 digit decimal limitation when using predefined numbers(ones you typed yourself, not changeable). For example - 943.89/100=9.4389 - thats how you can simulate a more accurate number. (Or you can convert the trigger into JASS and have as many decimals as you want!)

    3. Conversions - Convert degrees to radians and vise versa. To understand these, you gotta understand both definitions.
    Degrees - Any positive real number between 0 and 360
    Radian - One radian is the angle of an arc created by wrapping the radius of a circle around its circumference. The radius 'r' fits around the circumference of a circle exactly 2p times. That is why the circumference of a circle is given by circumference = 2pi*r. So there are 2pi radians in a complete circle, and pi radians in a half circle. Degrees=Radians*180/pi
    should be
    3. Conversions - Convert degrees to radians and vice versa. To understand these, you gotta understand both definitions.
    Degrees - Any positive real number between 0.00 and 360.00
    Radian - One radian is the angle of an arc created by wrapping the radius of a circle around its circumference. The radius 'r' fits around the circumference of a circle exactly 2pi times. That is why the circumference of a circle is given by circumference = 2pi*r. So there are 2pi radians in a complete circle, and pi radians in a half circle. Degrees=Radians*180/pi

    +rep

    I learnt a new thing too! THX for the Modulo :D
    Now i can finally
    finish my extended
    gold storage and
    management system
    that uses lumber for
    100k gold (like in HLW)​
     
  9. The Helper

    The Helper Administrator Staff Member

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    +1,213 / 2 / -1
    5 Star Bump

    5 Star Bump!
     
  10. CaptDeath

    CaptDeath New Member

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    +103 / 0 / -0
    i wondered what all those math functions were and now i understand even though i just skimmed it was good smileys alot?
     
  11. Sk8-tEr

    Sk8-tEr New Member

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    +5 / 0 / -0
    I've never used sin or any such things and I have no idea how you would use the square root... Is your example map using all these math functions or whatever almost done?
    It would help a lot. I think this tutorial is really only for advanced map makers who need recap without some examples of triggers.
     
  12. UndeadDragon

    UndeadDragon Super Moderator Staff Member

    Ratings:
    +450 / 0 / -0
    If you have never used sin, or square root before, I would encourage you to do some advanced maths before attempting to use them, unless you are following a tutorial. Not that anything bad will happen, but it will just help you understand what you are doing better.
     

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