You can add numbers of any size to eachother, can easily be used in a mulitplication proc as well. |
[ *insert acid joke here* ] fr tho, this is super cool. Gonna get as much mileage out of this effect as i can. |
In response to Kozuma3
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Kozuma3 wrote:
Using text for this sort of thing is a bad way to do it. Much earlier in this thread I documented my own bignum sorta project, and I compared mine to two other libraries on BYOND that use text, much like yours. Not only is the method of working directly with numbers significantly faster (if a bit harder to implement), but it's also far better with memory. And by faster, I mean faster. My code could compute something like 30! about ten or twenty times faster than meetings like yours. |
In response to Popisfizzy
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Please stay on-topic, thanks!
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In response to Popisfizzy
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Popisfizzy wrote:
Kozuma3 wrote: This is super useful to know! Thanks for sharing this bit of information. |
In response to Popisfizzy
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Testing mine out I'm able to add two 6,388 digit numbers together with only 0.030 Total CPU unaveraged.
Good enough for the majority of uses imo, also basically plug-in-play. All you have to do is instead of numbers they're strings. No overlycomplicated knowledge needed to do something simple. |
In response to Kozuma3
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Yes, addition can be done in linear time and is easy. That's why I talked about computing factorials, because multiplication (for algorithms that don't require specialized knowledge to implement) is polynomial time—quadratic as an upper bound—and that's where you run into bigger problems.
[edit] I decided to look back in the thread, and found this where I posted some tests for doing addition. I also found that I actually tested computing 300!, not 30!. That is an extremely substantial difference. |
In response to Kozuma3
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Kozuma3 wrote:
Testing mine out I'm able to add two 6,388 digit numbers together with only 0.030 Total CPU unaveraged. You're not wrong: Your approach would be good enough for most simple applications. However, for any fast-paced, or action-oriented games where twitch time is important; "good enough" won't always cut it. It's almost always better to do things the best possible way than it is to do them the "good enough" way. I think it would be worthwhile to convert your library to use numbers rather than strings. |
In response to Kozuma3
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In response to Bravo1
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Bravo1 wrote:
That eye tho |
In response to Kumorii
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Oooh, fancy filter magic!
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In response to Kozuma3
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All the code required for for |
c8