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If the answer is greater than a single digit, simply carry over the extra digit (which will be a 1 or 2) to the next operation. The remaining digit is one digit of the final result. Example: Determine neighbors in the multiplicand 0316: digit 6 has no right neighbor; digit 1 has neighbor 6; digit 3 has neighbor 1
Since the additions, subtractions, and digit shifts (multiplications by powers of B) in Karatsuba's basic step take time proportional to n, their cost becomes negligible as n increases. More precisely, if T(n) denotes the total number of elementary operations that the algorithm performs when multiplying two n-digit numbers, then
If one has a two-digit number, take it and add the two numbers together and put that sum in the middle, and one can get the answer. For example: 24 x 11 = 264 because 2 + 4 = 6 and the 6 is placed in between the 2 and the 4. Second example: 87 x 11 = 957 because 8 + 7 = 15 so the 5 goes in between the 8 and the 7 and the 1 is carried to the 8.
In arbitrary-precision arithmetic, it is common to use long multiplication with the base set to 2 w, where w is the number of bits in a word, for multiplying relatively small numbers. To multiply two numbers with n digits using this method, one needs about n 2 operations.
The simplest sort of multiplication, a number with multiple digits by a number with a single digit, is done by placing rods representing the multi-digit number in the frame against the left edge. The answer is read off the row corresponding to the single-digit number which is marked on the left of the frame, with a small amount of addition ...
Another notable example is the algorithm invented by Anatolii A. Karatsuba in 1960 [8] that could multiply two n-digit numbers in () operations (in Big O notation). This algorithm disproved Andrey Kolmogorov 's 1956 conjecture that Ω ( n 2 ) {\displaystyle \Omega (n^{2})} operations would be required for that task.
It associates all numbers 00-99 with a distinctive person, action and object. Any six-digit number can be memorized by using the person assigned the first two digits, the action of the next two digits and the object of the third. [3] For example: The number 34 could be Frank Sinatra. 13 could be the action of kicking. 79 could be a cape.
The Chisanbop system. When a finger is touching the table, it contributes its corresponding number to a total. Chisanbop or chisenbop (from Korean chi (ji) finger + sanpŏp (sanbeop) calculation [1] 지산법/指算法), sometimes called Fingermath, [2] is a finger counting method used to perform basic mathematical operations.
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