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Smoothstep. Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, [ 1][ 2] video game engines, [ 3] and machine learning. [ 4] The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge.
The primary difference between a computer algebra system and a traditional calculator is the ability to deal with equations symbolically rather than numerically. The precise uses and capabilities of these systems differ greatly from one system to another, yet their purpose remains the same: manipulation of symbolic equations.
Calculator input methods. There are various ways in which calculators interpret keystrokes. These can be categorized into two main types: On a single-step or immediate-execution calculator, the user presses a key for each operation, calculating all the intermediate results, before the final value is shown. [1] [2] [3]
Online computer algebra system with step-by step solutions. Xcas/Giac: Bernard Parisse 2000 2000 1.9.0-99: May 2024: Free GPL: General CAS, also adapted for the HP Prime. Compatible modes for Maple, MuPAD and TI89 syntax. Symbolic spreadsheets, Giac library for use with other programs. ARM ports for some PDAs with Linux or WinCE [30] Yacas
Symbolab. Symbolab is an answer engine [ 1] that provides step-by-step solutions to mathematical problems in a range of subjects. [ 2] It was originally developed by Israeli start-up company EqsQuest Ltd., under whom it was released for public use in 2011. In 2020, the company was acquired by American educational technology website Course Hero ...
The Quine–McCluskey algorithm is functionally identical to Karnaugh mapping, but the tabular form makes it more efficient for use in computer algorithms, and it also gives a deterministic way to check that the minimal form of a Boolean F has been reached. It is sometimes referred to as the tabulation method. The Quine-McCluskey algorithm ...
Josephus problem. In computer science and mathematics, the Josephus problem (or Josephus permutation) is a theoretical problem related to a certain counting-out game. Such games are used to pick out a person from a group, e.g. eeny, meeny, miny, moe . A drawing for the Josephus problem sequence for 500 people and skipping value of 6.
For such problems, to achieve given accuracy, it takes much less computational time to use an implicit method with larger time steps, even taking into account that one needs to solve an equation of the form (1) at each time step. That said, whether one should use an explicit or implicit method depends upon the problem to be solved.