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The method for general multiplication is a method to achieve multiplications with low space complexity, i.e. as few temporary results as possible to be kept in memory. This is achieved by noting that the final digit is completely determined by multiplying the last digit of the multiplicands. This is held as a temporary result.
Observe that there is a pattern in the rightmost digit: adding and subtracting with 1 or 3. Starting from zero: 0 3 = 0; 1 3 = 1 up 1; 2 3 = 8 down 3; 3 3 = 27 down 1; 4 3 = 64 down 3; 5 3 = 125 up 1; 6 3 = 216 up 1; 7 3 = 343 down 3; 8 3 = 512 down 1; 9 3 = 729 down 3; 10 3 = 1000 up 1; There are two steps to extracting the cube root from the ...
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.
More formally, multiplying two n-digit numbers using long multiplication requires Θ(n 2) single-digit operations (additions and multiplications). When implemented in software, long multiplication algorithms must deal with overflow during additions, which can be expensive.
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.
The series of mathematical manipulations results in any given card producing a unique number. The multiplication by 2 and 5 means that the final number is ten times the card's value, plus a fixed 15 (for the addition of 3 and the multiplication by 5) and an additional suit-dependent figure. Thus both suit and value are readily identifiable.
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