Math functions from the Math module : Math « Development « Ruby

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Ruby » Development » Math 




Math functions from the Math module


Ruby methods ending in ! mean that the method makes in-place, or destructive, changes to an object, not to a copy of it.


Method(s)                                             Description
Math.acos, Math.acos!                                 Arc cosine
Math.acosh, Math.acosh!                               Hyperbolic arc cosine
Math.asin, Math.asin!                                 Arc sine
Math.asinh, Math.asinh                                Hyperbolic arc sine
Math.atan, Math.atan!, Math.atan2, Math.atan2!        Arc tangent; atan takes an x argument; atan2 takes an x and a y argument
Math.atanh, Math.atanh!                               Hyperbolic arc tangent
Math.cos, Math.cos!                                   Cosine
Math.cosh, Math.cosh                                  Hyperbolic cosine
Math.sin, Math.sin!                                   Sine
Math.erf                                              Error function
Match.erfc                                            Complementary error function
Math.exp, Math.exp!                                   Base x of Euler
Math.frexp                                            Normalized fraction and exponent
Math.hypot                                            Hypotenuse
Math.ldexp                                            Floating-point value corresponding to a given mantissa and exponent
Math.sinh, Math.sinh!                                 Hyperbolic sine
Math.sqrt, Math.sqrt!                                 Square root
Math.tan, Math.tan!                                   Tangent
Math.tanh, Math.tanh!                                 Hyperbolic tangent

 














Related examples in the same category
1.The Math Object
2.The Math.exp function returns Euler to the power of x.
3.Call to the class method sqrt from the Math module
4.do natural logarithms (base E or Euler) and base-10 logarithms.
5.Taking Logarithms
6.Random number
7.Random seeds
8.Convert the Cartesian point (x,y) to polar (magnitude, angle) coordinates
9.Convert polar coordinates to Cartesian coordinates
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