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The lattice technique can also be used to multiply decimal fractions. For example, to multiply 5.8 by 2.13, the process is the same as to multiply 58 by 213 as described in the preceding section. To find the position of the decimal point in the final answer, one can draw a vertical line from the decimal point in 5.8, and a horizontal line from ...
Some chips implement long multiplication, in hardware or in microcode, for various integer and floating-point word sizes. 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
Find the location of all decimal points in the dividend n and divisor m. If necessary, simplify the long division problem by moving the decimals of the divisor and dividend by the same number of decimal places, to the right (or to the left), so that the decimal of the divisor is to the right of the last digit.
Using the multiplication tables embedded in the rods, multiplication can be reduced to addition operations and division to subtractions. Advanced use of the rods can extract square roots. Napier's bones are not the same as logarithms, with which Napier's name is also associated, but are based on dissected multiplication tables.
Schoolbook long multiplication () Karatsuba algorithm 3-way Toom–Cook ... as is the case with fixed-precision floating-point arithmetic or operations on a ...
Karatsuba multiplication of az+b and cz+d (boxed), and 1234 and 567 with z=100. Magenta arrows denote multiplication, amber denotes addition, silver denotes subtraction and cyan denotes left shift. (A), (B) and (C) show recursion with z=10 to obtain intermediate values. The Karatsuba algorithm is a fast multiplication algorithm.
When a number is written using ordinary decimal notation, leading zeros are not significant, and trailing zeros of numbers not written with a decimal point are implicitly considered to be non-significant. [110] For example, the numbers 0.056 and 1200 each have only 2 significant digits, but the number 40.00 has 4 significant digits.
The second most important decision is in the choice of the base of arithmetic, here ten. There are many considerations. The scratchpad variable d must be able to hold the result of a single-digit multiply plus the carry from the prior digit's multiply. In base ten, a sixteen-bit integer is certainly adequate as it allows up to 32767.