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The '''Gauss–Legendre algorithm''' is an [[algorithm]] to compute the digits of [[Pi|
The method is based on the individual work of [[Carl Friedrich Gauss]] (1777–1855) and [[Adrien-Marie Legendre]] (1752–1833) combined with modern algorithms for multiplication and [[square root]]s. It repeatedly replaces two numbers by their [[arithmetic mean|arithmetic]] and [[geometric mean]], in order to approximate their [[arithmetic-geometric mean]].
The version presented below is also known as the '''Brent–Salamin (or Salamin–Brent) algorithm'''; it was independently discovered in 1975 by [[Richard Brent (scientist)
== Algorithm ==
1. Initial value setting:
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</math>
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:<math>\pi \approx \frac{(a_n+b_n)^2}{4t_n}.\!</math>
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The algorithm has second-order convergent nature, which essentially means that the number of correct digits doubles with each step of the algorithm.
== Mathematical background ==
=== Limits of the arithmetic-geometric mean ===
The [[arithmetic-geometric mean]] of two numbers, a<sub>0</sub> and b<sub>0</sub>, is found by calculating the limit of the sequences
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=== Legendre’s identity ===
For <math>\varphi\!</math> and <math>\theta\!</math> such that <math>\varphi+\theta={1 \over 2}\pi\!</math> Legendre proved the identity:
:<math>K(\sin \varphi) E(\sin \theta ) + K(\sin \theta ) E(\sin \varphi) - K(\sin \varphi) K(\sin \theta) = {1 \over 2}\pi\!</math><ref name="brent" />
=== Gauss–Legendre method ===
The values <math>\varphi=\theta={\pi\over 4}\!</math> can be substituted into Legendre’s identity and the approximations to K, E can be found by terms in the sequences for the arithmetic geometric mean with <math>a_0=1\!</math> and <math>b_0=\sin{\pi \over 4}=\frac{1}{\sqrt{2}}\!</math>.<ref name="brent" />
== References ==
{{reflist}}
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[[es:Algoritmo de Gauss-Legendre]]
[[he:אלגוריתם גאוס-לז'נדר]]▼
[[it:Algoritmo di Gauss-Legendre]]
▲[[he:אלגוריתם גאוס-לז'נדר]]
[[nl:Algoritme van Gauss-Legendre]]
[[ja:ガウス=ルジャンドルのアルゴリズム]]
[[zh:高斯-勒让德算法]]
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