• Facebook
  • Twitter
  • Reddit
  • StumbleUpon
  • Digg
  • email

All Samples(7849)  |  Call(6913)  |  Derive(0)  |  Import(936)
cos(x)

Return the cosine of x (measured in radians).

src/s/u/surukuku-HEAD/trunk/Samples/OpenGL/gears.py   surukuku(Download)
from OpenGL.GL import *
from OpenGL.GLUT import *
import sys, time
from math import sin,cos,sqrt,pi
 
def gear(inner_radius, outer_radius, width, teeth, tooth_depth):
    r0 = inner_radius
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0 * pi / teeth
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
        glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
    da = 2.0*pi / teeth / 4.0
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle),      r1*sin(angle),      width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),   width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
    da = 2.0*pi / teeth / 4.0
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glVertex3f(r1*cos(angle),      r1*sin(angle),     -width*0.5)
    glEnd()
 
    # draw outward faces of teeth
    glBegin(GL_QUAD_STRIP);
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle),  width*0.5)
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle),  width*0.5)
        glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
        u = r2*cos(angle+da) - r1*cos(angle)
        v = r2*sin(angle+da) - r1*sin(angle)
        len = sqrt(u*u + v*v)
        u = u / len
        v = v / len
        glNormal3f(v, -u, 0.0)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),   width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
        u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
        v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
        glNormal3f(v, -u, 0.0)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
 
    glVertex3f(r1*cos(0), r1*sin(0), width*0.5)
    glVertex3f(r1*cos(0), r1*sin(0), -width*0.5)
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth;
        glNormal3f(-cos(angle), -sin(angle), 0.0)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
    glEnd()

src/p/y/python-opengles-HEAD/examples/gears.py   python-opengles(Download)
import egl
from gles import *
import time
from math import sin,cos,sqrt,pi
 
def float2fixed(values):
  ret = tuple([int(v*pow(2,16)) for v in values])
        angle = i * 2.0 * pi / teeth
        angle_next = (i-1) * 2.0 * pi / teeth
        # Triangle 1
        v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
        v2 = (r1*cos(angle), r1*sin(angle), width*0.5)
        v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
        vertices.append( float2fixed(v1) )
        icount += 3
 
        # Triangle 2
        v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
        v2 = (r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5)
        v3 = (r1*cos(angle), r1*sin(angle), width*0.5)
        vertices.append( float2fixed(v1) )
        icount += 3
 
        # Triangle 3
        v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
        v2 = (r0*cos(angle_next), r0*sin(angle_next), width*0.5)
        v3 = (r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5)
        vertices.append( float2fixed(v1) )
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
 
        v1 = (r1*cos(angle),      r1*sin(angle),      width*0.5)
        v2 = (r2*cos(angle+da),   r2*sin(angle+da),   width*0.5)
        v3 = (r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        vertices.append( float2fixed(v1) )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = (r1*cos(angle),      r1*sin(angle),      width*0.5)
        v2 = (r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
        vertices.append( float2fixed(v1) )
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth
        angle_next = (i+1) * 2.0*pi / teeth
        v1 = (r1*cos(angle), r1*sin(angle), -width*0.5)
        v2 = (r0*cos(angle), r0*sin(angle), -width*0.5)
        v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        vertices.append( float2fixed(v1) )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = (r0*cos(angle), r0*sin(angle), -width*0.5)
        v2 = (r0*cos(angle_next), r0*sin(angle_next), -width*0.5)
        v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        vertices.append( float2fixed(v1) )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        v2 = (r0*cos(angle_next), r0*sin(angle_next), -width*0.5)
        v3 = (r1*cos(angle_next), r1*sin(angle_next), -width*0.5)
        vertices.append( float2fixed(v1) )
    for i in range(teeth):
        angle = i * 2.0*pi / teeth        
 
        v1 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        v2 = (r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
        v3 = (r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        vertices.append( float2fixed(v1) )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = (r1*cos(angle),      r1*sin(angle),     -width*0.5)
        v2 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        v3 = (r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        vertices.append( float2fixed(v1) )
 
    # Outward faces of teeth
    angle = 0 * 2.0*pi / teeth
    normal = float2fixed((cos(angle), sin(angle), 0.0))
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        angle_next = (i-1) * 2.0*pi / teeth
 
        # # # Right side of a teeth
        v1 = float2fixed((r1*cos(angle), r1*sin(angle),  width*0.5))
        v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
        u = r2*cos(angle+da) - r1*cos(angle)
        u = u / len
        v = v / len
 
        v3 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),   width*0.5))
        vertices.append( v1 )
        vertices.append( v2 )
        vertices.append( v3 )
 
        indices.append( [icount, icount+1, icount+2] )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),   width*0.5))
        v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
 
        v1 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),   width*0.5))
        v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
        v3 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5))
        vertices.append( v1 )
        vertices.append( v2 )
        vertices.append( v3 )
        normal = float2fixed((v, -u, 0.0))
 
        # # # Left side of a teeth
        normal = float2fixed((cos(angle), sin(angle), 0.0))
        v1 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5))
        v2 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
        v3 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
        indices.append( [icount, icount+1, icount+2] )
        normals.append( (normal,normal,normal) )
        icount += 3
        u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
        v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
 
        v1 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5))
        v2 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
        v3 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5))
        normal = float2fixed((v, -u, 0.0))
 
        # # # Top of a teeth
        v1 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
        v2 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),   width*0.5))
        v3 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5))
        vertices.append( v1 )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
        v2 = float2fixed((r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5))
        v3 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
        vertices.append( v1 )
        icount += 3
 
        # # # Bottom of a teeth
        v1 = float2fixed((r1*cos(angle), r1*sin(angle),  width*0.5))
        v2 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5))
        v3 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), -width*0.5))
        vertices.append( v1 )
        normals.append( (normal,normal,normal) )
        icount += 3
 
        v1 = float2fixed((r1*cos(angle), r1*sin(angle),  width*0.5))
        v2 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), -width*0.5))
        v3 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
        vertices.append( v1 )
        vertices.append( v2 )
        vertices.append( v3 )
 
        indices.append( [icount, icount+1, icount+2] )
        normals.append( (normal,normal,normal) )
        icount += 3
        normal = float2fixed((cos(angle), sin(angle), 0.0))
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth;
        angle_next = (i+1) * 2.0*pi / teeth
        normal = float2fixed((-cos(angle), -sin(angle), 0.0))
        normal_next = float2fixed((-cos(angle_next), -sin(angle_next), 0.0))
        v1 = float2fixed((r0*cos(angle), r0*sin(angle), -width*0.5)) # 1
        v2 = float2fixed((r0*cos(angle), r0*sin(angle), width*0.5)) # 2
        v3 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), width*0.5)) # 2b
        normals.append( (normal,normal,normal_next) )
        icount += 3
 
        v1 = float2fixed((r0*cos(angle), r0*sin(angle), -width*0.5)) # 1
        v2 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), width*0.5)) # 2b
        v3 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), -width*0.5)) # 1b
        vertices.append( v1 )

src/s/u/surukuku-HEAD/Samples/OpenGL/gears.py   surukuku(Download)
from OpenGL.GL import *
from OpenGL.GLUT import *
import sys, time
from math import sin,cos,sqrt,pi
 
def gear(inner_radius, outer_radius, width, teeth, tooth_depth):
    r0 = inner_radius
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0 * pi / teeth
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
        glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
    da = 2.0*pi / teeth / 4.0
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle),      r1*sin(angle),      width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),   width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
    da = 2.0*pi / teeth / 4.0
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glVertex3f(r1*cos(angle),      r1*sin(angle),     -width*0.5)
    glEnd()
 
    # draw outward faces of teeth
    glBegin(GL_QUAD_STRIP);
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle),  width*0.5)
    for i in range(teeth):
        angle = i * 2.0*pi / teeth
        glVertex3f(r1*cos(angle), r1*sin(angle),  width*0.5)
        glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
        u = r2*cos(angle+da) - r1*cos(angle)
        v = r2*sin(angle+da) - r1*sin(angle)
        len = sqrt(u*u + v*v)
        u = u / len
        v = v / len
        glNormal3f(v, -u, 0.0)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),   width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r2*cos(angle+da),   r2*sin(angle+da),  -width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
        glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
        u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
        v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
        glNormal3f(v, -u, 0.0)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
        glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
        glNormal3f(cos(angle), sin(angle), 0.0)
 
    glVertex3f(r1*cos(0), r1*sin(0), width*0.5)
    glVertex3f(r1*cos(0), r1*sin(0), -width*0.5)
    glBegin(GL_QUAD_STRIP)
    for i in range(teeth + 1):
        angle = i * 2.0*pi / teeth;
        glNormal3f(-cos(angle), -sin(angle), 0.0)
        glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
        glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
    glEnd()

src/l/a/Langtangen-HEAD/src/py/examples/efficiency/pyefficiency.py   Langtangen(Download)
    def py_loop1_sincos_x2(x):
        from math import sin, cos, pow  # scalar sin
        for i in xrange(len(x)):
            x[i] = sin(x[i])*cos(x[i]) + x[i]**2
        return x
 
    def py_loop2_sincos_x2(x):
        from numpy import sin, cos
        for i in xrange(len(x)):
            x[i] = sin(x[i])*cos(x[i]) + x[i]**2
        return x
 
    def py_loop2b_sincos_x2(x):
        from math import sin, cos  # scalar sin
    def py_loop2b_sincos_x2(x):
        from math import sin, cos  # scalar sin
        for i in xrange(len(x)):
            x[i] = sin(x[i])*cos(x[i]) + x[i]**2
        return x
 
    def I2(x):
        # from math import sin # this is expensive: from 70 to 16!
        return sin(x)*cos(x) + x**2
    def py_loop4_sincos_x2(x):
        from math import sin, cos
        for i in xrange(len(x)):
            xi = x[i]
            x[i] = sin(xi)*cos(xi) + xi**2
        return x
 
    def py_loop1_2Dsincos(x, y):
        u = zeros((len(x),len(y)))
        from math import sin as msin, cos as mcos
 
        def I(x, y):
            return msin(x)*mcos(y)
 
    def py_loop2_2Dsincos(x, y):
        # inlined expressions
        u = zeros((len(x),len(y)))
        from math import sin as msin, cos as mcos
 
        # x[i], y[j]: coordinates of grid point (i,j)
        for i in xrange(len(x)):
            for j in xrange(len(y)):
                u[i,j] = msin(x[i])*mcos(y[j])
    def py_loop3_2Dsincos(x, y):
        # reverse the order of traversal
        u = zeros((len(x),len(y)))
        from math import sin as msin, cos as mcos
 
        # x[i], y[j]: coordinates of grid point (i,j)
        for j in xrange(len(y)):
            for i in xrange(len(x)):
                u[i,j] = msin(x[i])*mcos(y[j])
        def I3(x, y):
            return sin(x)*cos(y)
 
        u = I3(xv, yv)
        return u
 
 
    def py_loop1_manyarit(x):
        from math import sin, cos
        for i in xrange(len(x)):
            x[i] = sin(x[i])*cos(x[i]) + sin(2*x[i])*cos(2*x[i]) + \
                   sin(3*x[i])*cos(3*x[i]) + \
                   sin(4*x[i])*cos(4*x[i]) + sin(5*x[i])*cos(5*x[i]) 
    print 'pure Python loop 1:%d x[i]=sin(x[i])*cos(x[i])+x[i]**2, x is array, scalar math.sin:' % n, t1
    t2 = timer(NumPy_loop_sincos_x2, args=(x,), repetitions=20)
    print 'corresponing NumPy expression x=sin(x)*cos(x)+x**2:', t2
    from math import sin, cos  # scalar sin, cos
    t1c = timer(py_loop3_sincos_x2, args=(x,), repetitions=1)
    print 'pure Python loop 1:%d x[i]=I2(x[i]), I is sin(x)*cos(x[i])+x**2:' % n, t1c
    t1b = timer(py_loop4_sincos_x2, args=(x,), repetitions=1)

src/p/y/pydy-HEAD/examples/bicycle/bicycle_lib_hand.py   pydy(Download)
from sympy import var
from math import sin, cos, tan, pi
 
def dependent_qdot(_x, _params):
    """Linear mapping from lean rate, steer rate, front wheel rate to yaw rate, rear
    wheel rate, pitch rate, rear wheel contact point velocity in N[1] and N[2]
    directions.
 
    """
    q1d, q4d, q5d = _x
    rr, rf, lr, ls, lf, q0, q1, q3, q4 = _params
    c0 = cos(q0)
    c3 = cos(q3)
    c3 = cos(q3)
    s0 = sin(q0)
    s1 = sin(q1)
    c1 = cos(q1)
    c4 = cos(q4)
    s3 = sin(q3)
    s4 = sin(q4)
    q0, q1, q3, q4 = _x
 
    # Trigonometric functions
    c0 = cos(q0)
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)
    rr, rf, lr, ls, lf, l1, l2, l3, l4, q1, q3, q4 = _params
 
    # Trigonometric functions
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)
    s1 = sin(q1)
    rr, rf, lr, ls, lf, l1, l2, l3, l4, mcd, mef, IC22, ICD11, ID13, ICD33, ID22, IEF11, IE13, IEF33, IE22, IF22, g = _params
 
    # Trigonometric functions
    c0 = cos(q0)
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)

src/p/y/pydy-HEAD/examples/bicycle/bicycle_lib.py   pydy(Download)
from __future__ import division
from math import sin, cos, tan, pi
 
def dependent_qdot(_x, _params):
    """Linear mapping from lean rate, steer rate, front wheel rate to yaw rate, rear
    wheel rate, pitch rate, rear wheel contact point velocity in N[1] and N[2]
    directions.
 
    """
    q1d, q4d, q5d = _x
    rr, rf, lr, ls, lf, q0, q1, q3, q4 = _params
    c0 = cos(q0)
    c3 = cos(q3)
    c3 = cos(q3)
    s0 = sin(q0)
    s1 = sin(q1)
    c1 = cos(q1)
    c4 = cos(q4)
    s3 = sin(q3)
    s4 = sin(q4)
    q0, q1, q3, q4 = _x
 
    # Trigonometric functions
    c0 = cos(q0)
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)
    rr, rf, lr, ls, lf, l1, l2, l3, l4, q1, q3, q4 = _params
 
    # Trigonometric functions
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)
    s1 = sin(q1)
    rr, rf, lr, ls, lf, l1, l2, l3, l4, mcd, mef, IC22, ICD11, ID13, ICD33, ID22, IEF11, IE13, IEF33, IE22, IF22, g = _params
 
    # Trigonometric functions
    c0 = cos(q0)
    c1 = cos(q1)
    c3 = cos(q3)
    c4 = cos(q4)

src/h/e/hedge-0.91/examples/maxwell/analytic_solutions.py   hedge(Download)
from hedge.tools import \
        cyl_bessel_j, \
        cyl_bessel_j_prime
from math import sqrt, pi, sin, cos, atan2
import cmath
 
 
        while i < len(prev_result):
            fr, fphi, fz = prev_result[i:i+3]
            result.extend([
                    cos(phi)*fr - sin(phi)*fphi, # ex
                    sin(phi)*fr + cos(phi)*fphi, # ey
                    fz,
                    ])
                * 1/r * phi_sign*1j*m * phi_factor)
 
        # field components in polar coordinates ---------------------------
        ez   = tdep * cos(p * pi * z / d) * psi
 
        e_transverse_factor = (tdep
                * (-p*pi/(d*gamma**2))
        # z x grad psi = z x (psi_r, psi_phi) = (-psi_phi, psi_r)
        h_transverse_factor = (tdep
                * 1j*epsilon*omega/gamma**2
                * cos(p * pi * z / d))
 
        hr   = h_transverse_factor * (-psi_dphi)
        hphi = h_transverse_factor * psi_dr
 
        sx = sin(f*x[0])
        sy = sin(g*x[1])
        cx = cos(f*x[0])
        cy = cos(g*x[1])
 
        zdep_add = cmath.exp(1j*h*x[2])+cmath.exp(-1j*h*x[2])

src/l/a/Langtangen-HEAD/src/py/examples/iterator.py   Langtangen(Download)
 
 
# rewrite generators in terms of ordinary functions with lists:
from math import sin, cos, pi
def circle1(np):
    """Return np points (x,y) equally spaced on the unit circle."""
    da = 2*pi/np
    for i in range(np+1):
        yield (cos(i*da), sin(i*da))
 
def circle2(np):
    da = 2*pi/np
    return [(cos(i*da), sin(i*da)) for i in range(np+1)]

src/n/u/numeric-for-engineer-HEAD/example10_6.py   numeric-for-engineer(Download)
## example10_6
from fletcherReeves import *
from numarray import array,zeros,Float64
from math import cos,tan,pi
 
def F(x):
    return  8.0/x[0] - x[0]*(tan(x[1]) - 2.0/cos(x[1]))
 
def gradF(x):
    g = zeros((2),type=Float64)
    g[0] = -8.0/(x[0]**2) - tan(x[1]) + 2.0/cos(x[1])
    g[1] = x[0]*(-1.0/cos(x[1]) + 2.0*tan(x[1]))/cos(x[1])

src/p/y/pyx-HEAD/trunk/pyx/examples/drawing2/insert.py   pyx(Download)
from math import sin, cos, radians
from pyx import *
 
angle = 10
factor = 1.0 / (cos(radians(angle)) + sin(radians(angle)))
 
cc = canvas.canvas()

  1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9  Next