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Let's now learn
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about some more mathematical operations
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and also about rounding numbers.
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And we have already been using
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lots of mathematical operations,
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for example plus, minus, times, divided,
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exponentiation and so on.
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And so we don't need to go over these again.
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So let's start here with the square root.
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And so just like many other functions
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the square root is part of the math namespace.
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So Math.sqrt, so this stands for square root.
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And so all we need to do, is to pass in the number
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and then it will give us the square root.
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And the same could be achieved
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using the exponentiation operator as well
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by doing one divided by two.
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And so that two is the square.
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So we want the square root.
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So we use one divided by two,
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and actually we have to put this into parenthesis
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and now it works, all right?
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And the same would work for a cubic root
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for example of eight, which would be two.
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And so actually this is I think the only way
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you could calculate a cubic root if you need it.
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Next up, let's get the maximum value
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of a couple of values, okay.
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So again, we use Math.max this time.
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So let's just use a couple of numbers here.
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And so as the name says,
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the maximum value gets returned to us.
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And this max function here actually does type coercion.
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So it should now still give us 23, okay?
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However, it does not parsing.
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So if we try 23 pixels for example,
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it will then result in not a number.
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So this does not work, all right?
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And just as we have max, we also have min,
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let's just put it back to 23.
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And now here we get two, all right?
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Now, besides a couple of methods,
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there are also constants on the math object
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or on the math namespace.
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And so for example,
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if we wanted to calculate the radius of a circle
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with 10 pixels, we could do that.
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So for that, we use Math.PI.
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And for now let's just take a look at that.
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And so it is this constant that you might know probably.
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And so again, let's say that we get like 10 pixels
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from the user interface.
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So we can say parseFloat
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of 10 pixels,
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and then we simply have to square this value.
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This is how we calculate the area of a circle
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with this radius, all right?
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Now another thing that is on the math object
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is the random function
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that we already have been using a couple of times.
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And it's very important to be able to generate
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good random numbers when we need them.
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So before we have already created random dice rolls.
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Remember, so that we did by Math.random.
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And so this will give us a number between zero and one.
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So as I reload, you see, I get different values.
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Then we multiply this by a six.
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And then we removed basically the decimal part
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by doing Math.trunc on like this, okay?
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Now the problem with this was
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that then the highest number could be five.
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And so we simply edit plus one
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to offset that truncation here.
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so that cutting off of the decimal part.
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And so now we're gonna get values here
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between really one and six.
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But now let's actually generalize this formula
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so that we can use it from now on
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to always generate random integers between two values.
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So let's create randomInt
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and we want to pass in a minimum and a maximum,
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and then we want to return that number.
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So as always, we need to start by removing any decimal parts
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of the result of Math.random.
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And then we will multiply this Math.random
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by max minus min okay?
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And then we add that one back on.
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And so let me show you why we do this.
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So it is because, it gives us a number between zero and one.
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So Math.random is between zero and one, right?
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So if we multiply this by max minus min
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then we get a number between zero and max minus min, okay?
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And now if we add min to all of this,
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so the minimum value,
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then we get min to max minus min plus min.
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So we added min on both sides here,
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basically of the equation.
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And so then we can cancel this minus min plus min,
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and we end up with a range between the minimum
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and the maximum value that we specified, all right?
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So let's just add that here as well.
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So adding that minimum
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that I just explained to in his last step.
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And so this is how we end up with a nice function
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which will give us always a number
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that's going to stay between min and max.
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So let's try that out.
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So randomInt, let's say between 10 and 20
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and so here we see 20 and let's try it a couple of times.
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So I'm gonna save this file here a couple of times,
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and you'll see that all of these results
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are always within this range.
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Now I maybe overdid it,
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probably it's easier to just reload this page, all right?
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So we haven't seen any 10 or any 11 yet,
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but it's gonna work just fine
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and we will get it if we reload it even more times, okay?
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Next up, let's talk a little bit about rounding
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and let's start by rounding integers.
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So you can add some comments to this here
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if you want, but I'm just gonna leave it like this.
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I will just add here rounding integers.
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And so we have already been using math.trunc, right?
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So what this does, is to simply remove any decimal part
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and so we end up with 23 here, right?
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Let's just take this one out, all right?
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So again, this one simply removes any decimal part always,
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but we have also other ways.
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So we also have round, so math.round.
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And so this one will always round to the nearest integer.
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So this one is gonna be 23 and the other one 24.
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Let's duplicate us a couple of times
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to save us some time.
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Then we also have ceil
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and this one will basically round down.
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So both of these results should become 24.
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And so that's these two here.
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So line 318 and 20,
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or actually it's these two.
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So I'm confusing these numbers, all right?
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So both of these are 24,
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because they will both always be rounded up.
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And then we also have floor.
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And so these two will both be rounded down to 23.
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And so that's what we get here.
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And by the way, all of these methods,
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they also do type coercion.
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So if we do this, then it's gonna work just the same.
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Now you might think that floor and trunc are very similar.
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Let me just put this one down here.
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And indeed they do the same
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when we are dealing with positive numbers.
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So basically floor and trunc, both cut off the decimal part
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when we are dealing with positive numbers.
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However, for negative numbers, it doesn't work this way.
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So let me compare them here.
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So trunk minus this and also floor, okay?
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And so now this one here,
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just like before it gets truncated.
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So it simply removes this part,
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but floor now gets rounded to minus 24.
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Because with negative numbers,
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rounding works the other way around.
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And so actually a floor is a little bit better than trunc
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because it works in all situations,
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no matter if we're dealing with positive
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or negative numbers.
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And so here, let's go ahead and replace this with floor.
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So we're looking for a really generalized function here.
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So this randomInt function should work in all situations
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even if we give it a negative inputs here.
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And so therefore, we need to work with floor here,
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All right, so that's rounding integers.
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Let's talk about a floating point numbers
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or we can also say decimals.
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And now with decimals,
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it works in a little bit different way.
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So let me show you how.
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So in decimals,
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we have to specify the number like this in parenthesis.
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And then on that number, we call the toFixed method, okay?
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And let's try it here with zero first,
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just so we can see the result.
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And so you see that with the zero,
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it is converted to three,
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but this three is a white here
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while these other ones are pink or purple.
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And so this means that is actually a string, right?
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So toFixed will always return a string and not a number.
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And that's important to keep in mind.
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So if we start here instead of zero to three,
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then it returns to 0.7 and it adds zeros
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until it has exactly three decimal parts.
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Just like we specify it here, all right?
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Now let's add something more here,
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like two, three, four five.
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And let's say we only want two decimal places here now.
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So this should become 2.35, and indeed it does, okay?
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And if we now wanted to convert this result to a number,
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then we simply would have to add the plus sign here.
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And then we already know
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that this here converts a string to a number.
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And indeed now it is purple again.
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So with decimals it works differently
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than with integers and debts.
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Once again, because things in JavaScript
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evolved kind of in a weird way in this kind of old language.
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And if the language was designed today
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and definitely this would be very different
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but now this is what we have to work with right now, okay?
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Just keep in mind
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Does this here works
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in a similar way than the string methods?
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So this is a number, so it's a primitive, right?
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And primitives actually don't have methods.
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And so behind the scenes, JavaScript will do boxing.
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And boxing is to basically transform this
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to a number object, then call the method on that object.
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And then once the operation is finished
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it will convert it back to a primitive, okay?
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All right, So once again,
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this lecture looked a little bit like a reference
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of a couple of different methods,
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but to make it a bit more fun
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let's now apply some of this to our bankers project.
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And the first thing that I want to do
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is to round the requested loan amount.
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So this one here, so this looks weird.
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Oh, it's because of this number.
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Now okay, So we could use this application
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in this other page here on the other side
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but I prefer to have everything here in one screen.
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But anyway, I can take a loan, like this, right?
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With the decimal part.
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But in practice, I've never seen a bank
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giving out the loan like this.
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And so that's applied to rounding
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to the loan functionality.
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00:14:26,270 --> 00:14:29,010
So that's here and the rounding
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00:14:29,010 --> 00:14:30,823
then needs to happen right here.
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00:14:31,720 --> 00:14:34,370
So the value that we get from the loan here
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00:14:34,370 --> 00:14:37,630
needs to be rounded down, okay?
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00:14:37,630 --> 00:14:39,070
And then we actually do not need
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00:14:39,070 --> 00:14:41,150
to convert it to a number
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00:14:41,150 --> 00:14:45,463
because as I showed you before, the math.floor method
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00:14:48,480 --> 00:14:52,560
actually does type coercion itself, okay?
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00:14:52,560 --> 00:14:54,850
And we are using floor here
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00:14:54,850 --> 00:14:58,780
because we simply want to round any value down, all right?
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00:14:58,780 --> 00:15:02,743
So in this case it would have been 150 and that's it.
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00:15:04,290 --> 00:15:05,843
So let's try that again now.
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00:15:11,090 --> 00:15:15,803
So let's ask for 150.56.
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00:15:17,200 --> 00:15:20,790
And so now we get just this, okay?
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00:15:20,790 --> 00:15:23,500
Probably I added one more zero there
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00:15:23,500 --> 00:15:25,410
but that doesn't matter.
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00:15:25,410 --> 00:15:30,060
Next up, let's use the toFixed function or method
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00:15:30,060 --> 00:15:32,853
to make our numbers here look a little bit nicer.
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00:15:33,780 --> 00:15:37,010
So here for example, we have this decimal part
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00:15:37,010 --> 00:15:38,270
with the two numbers
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00:15:38,270 --> 00:15:40,483
but here then we only have the 0.9.
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00:15:41,660 --> 00:15:44,310
And so this would be like 0.90
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00:15:44,310 --> 00:15:47,493
and here it should be 1300.00.
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00:15:48,570 --> 00:15:51,743
And the same also up here, all right?
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00:15:52,850 --> 00:15:55,650
So for that we can use the toFixed function
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00:15:55,650 --> 00:15:57,460
that we just learned about.
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00:15:57,460 --> 00:15:59,590
And so let's do that in all the places
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00:15:59,590 --> 00:16:03,240
where we display numbers on the screen.
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00:16:03,240 --> 00:16:06,710
And so that's in, in these three functions.
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00:16:06,710 --> 00:16:10,153
So displayMovements, DisplayBalance, and DisplaySummary.
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00:16:12,524 --> 00:16:14,183
So let's start here at the top.
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00:16:15,470 --> 00:16:18,860
And so here we have the first occurrence.
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00:16:18,860 --> 00:16:20,870
So this movement here is a value.
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00:16:20,870 --> 00:16:23,020
So it's a number that we display.
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00:16:23,020 --> 00:16:26,513
And so on here, we can simply call so .toFixed,
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00:16:28,870 --> 00:16:32,573
and then with two decimal parts, now right?
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00:16:34,280 --> 00:16:36,080
Now, let's just copy this from here.
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00:16:38,130 --> 00:16:41,600
So DisplayBalance, So let's do the same here
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00:16:44,490 --> 00:16:46,450
and the same in the summary.
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00:16:46,450 --> 00:16:49,077
And so that will then hopefully also fix
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00:16:49,077 --> 00:16:52,740
this weird, really long number
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280
00:16:52,740 --> 00:16:56,340
that happens because of the rounding errors in JavaScript
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00:16:56,340 --> 00:16:58,990
that I just explained to you in the previous lecture.
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00:16:59,900 --> 00:17:04,263
So everywhere we print a number, I will do this now, okay?
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00:17:08,960 --> 00:17:13,960
Then also on this result and also on the interest.
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00:17:15,750 --> 00:17:16,850
Let's give it a safe
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285
00:17:21,770 --> 00:17:23,830
and that's a lot better.
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286
00:17:23,830 --> 00:17:27,613
So it worked, you see now we get 0.00,
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287
00:17:28,940 --> 00:17:32,533
and here we also get to nicely 0.90.
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00:17:33,860 --> 00:17:35,330
And the same down here,
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289
00:17:35,330 --> 00:17:38,520
we are now back to having just two decimal places
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290
00:17:38,520 --> 00:17:42,710
just as we requested so to say.
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00:17:42,710 --> 00:17:46,180
So this lecture was kind of a short overview
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00:17:46,180 --> 00:17:49,860
of some more math functions including rounding
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00:17:51,020 --> 00:17:53,600
and also some other stuff
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294
00:17:53,600 --> 00:17:58,600
like getting the max and the min value and yeah.
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00:17:58,860 --> 00:18:00,850
So good to know functions.
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00:18:00,850 --> 00:18:02,850
And of course there are a lot more.
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00:18:02,850 --> 00:18:03,930
So if you need something
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298
00:18:03,930 --> 00:18:07,750
like logarhythmical functions or sinuses,
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00:18:07,750 --> 00:18:10,050
then of course you can always check out
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00:18:10,050 --> 00:18:12,143
the MDN documentation.
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