x \cdot \cos y + z \cdot \sin y
\left(\left(x \cdot \sqrt{{\left({\left(\cos y\right)}^{2}\right)}^{\frac{1}{3}}}\right) \cdot \sqrt{{\left({\left(\cos y\right)}^{2}\right)}^{\frac{1}{3}}}\right) \cdot \sqrt[3]{\cos y} + z \cdot \sin ydouble f(double x, double y, double z) {
double r269281 = x;
double r269282 = y;
double r269283 = cos(r269282);
double r269284 = r269281 * r269283;
double r269285 = z;
double r269286 = sin(r269282);
double r269287 = r269285 * r269286;
double r269288 = r269284 + r269287;
return r269288;
}
double f(double x, double y, double z) {
double r269289 = x;
double r269290 = y;
double r269291 = cos(r269290);
double r269292 = 2.0;
double r269293 = pow(r269291, r269292);
double r269294 = 0.3333333333333333;
double r269295 = pow(r269293, r269294);
double r269296 = sqrt(r269295);
double r269297 = r269289 * r269296;
double r269298 = r269297 * r269296;
double r269299 = cbrt(r269291);
double r269300 = r269298 * r269299;
double r269301 = z;
double r269302 = sin(r269290);
double r269303 = r269301 * r269302;
double r269304 = r269300 + r269303;
return r269304;
}



Bits error versus x



Bits error versus y



Bits error versus z
Results
Initial program 0.1
rmApplied add-cube-cbrt0.4
Applied associate-*r*0.4
rmApplied pow1/316.3
Applied pow1/316.3
Applied pow-prod-down0.2
Simplified0.2
rmApplied add-sqr-sqrt0.2
Applied associate-*r*0.3
Final simplification0.3
herbie shell --seed 2020065
(FPCore (x y z)
:name "Diagrams.ThreeD.Transform:aboutY from diagrams-lib-1.3.0.3"
:precision binary64
(+ (* x (cos y)) (* z (sin y))))