5 <a HREF="index.html"> <IMG SRC="rsl.gif"> </a>
9 <h1>RSL_fractional_area_of_sweep</h1>
14 <b>#include "rsl.h"</b> <br>
15 <b>float RSL_fractional_area_of_sweep(<a href=RSL_sweep_struct.html>Sweep</a> *s, float lo, float hi, float min_rng, float max_rng);</b>
19 Computes the fractional area, of dBz values, between <b>lo</b> and <b>hi</b>, from min_rng to max_rng. This is the fractional area of the 360 degrees. The algorithm used is to compute conic volumes based on beam width and range of the pixels. The routine <a href=RSL_area_of_ray.html>RSL_area_of_ray</a> computes these volumes. The name of that routine is unfortunate.
23 Upon successful completion, a pointer to the appropriate structure is returned. Otherwise, NULL is returned.
27 <a href=RSL_area_of_ray.html>RSL_area_of_ray</a>, <a href=RSL_fraction_of.html>RSL_fraction_of_sweep</a>.
30 <p>Author: <a href=john.merritt.html>John H. Merritt</a>