sqrtf
extern float sqrtf(float x);
acceleration = 1 + sqrtf(xDelta * xDelta
float distance = sqrtf(diff.x * diff.x + diff.y * diff.x);
return sqrtf(xDiff * xDiff + yDiff * yDiff);
static float nsvg__vmag(float x, float y) { return sqrtf(x*x + y*y); }
d = sqrtf(dx*dx + dy*dy);
d = sqrtf(d);
s = sqrtf(sa / sb);
return sqrtf(w*w + h*h) / sqrtf(2.0f);
sl = sqrtf(sw*sw + sh*sh) / sqrtf(2.0f);
float sx = sqrtf(t[0]*t[0] + t[2]*t[2]);
float sy = sqrtf(t[1]*t[1] + t[3]*t[3]);
float dist = sqrtf(diff.x * diff.x + diff.y * diff.y);
= sqrtf(moveDelta.x * moveDelta.x + moveDelta.y * moveDelta.y);
return (uint8)roundf(sqrtf(
float dragDistance = sqrtf(offset.x * offset.x + offset.y * offset.y);
= floorf((screen.Frame().Width() - 605) * (sqrtf(5) - 1) / 2);
float distIn = sqrtf(v.x * v.x + v.y * v.y);
float distOut = sqrtf(v.x * v.x + v.y * v.y);
rho = sqrtf(1 + s * s);
s = sqrtf(z);
s = sqrtf(z);
return log1pf(x-1 + sqrtf((x-1)*(x-1)+2*(x-1)));
return logf(2*x - 1/(x+sqrtf(x*x-1)));
x = logf(2*x + 1/(sqrtf(x*x+1)+x));
x = log1pf(x + x*x/(sqrtf(x*x+1)+1));
return z*sqrtf((double)x*x + (double)y*y);
return invsqrtpi*cc/sqrtf(x);
return invsqrtpi*cc/sqrtf(x);
if (sqrtf(offset.x * offset.x + offset.y * offset.y) > 5.0) {