BigInt in Original BB2D
Community Forums/Showcase/BigInt in Original BB2D
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Did anyone ever solve the big integer problem with the original Blitz Basic 2D that came on a DVD on some UK computer magazine? BB2D could only go up to 2million, but I need it to go to at least 100 billion, and still be able to do mathematical operations on the number (ie: no faking the number, being able to do do 20% of 10 million, etc). I remember there was talk of using the Japanese/Chinese abacus as an engine to handle big numbers, as I believe it went up to at least a trillion. Anyway, did anyone solve the BigInt problem in the original BB2D and does anyone still have that code? Many thanks. |
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Blitzbasic (like Blitzplus and Blitz3D) only supports 4-byte ints. Why would you possibly need to go to 100 billion or beyond? You could use one Int to store values between 0 and 1million, then another Int to store the number of millions. eg: int1 = 183704 int2 = 987301 true amount = 183,704,987,301. |
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Yes it was solved, and you can just write it quickly yourself. Use an array/string and each chr is a number, then write the maths opperators yourself |
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Yes, I seem to remember someone wrote some interesting functions using blitz [] arrays to calculate PI to a large number of places. |