#include <windows.h>
#include <math.h>
#include <iostream>
using namespace std;
int n=0;
int x=3;
bool us_prime(int number)
{
int max_number = (int)(sqrt(number)+0.5);
int i = 3;
if (number % 2 == 0)
return false;
while (i<max_number)
{
if (number % i == 0)
return false;
i += 2;
}
return true;
}
int main(){
cin >> n;
for(x; x<n; x+=2){
if(is_prime(x))
cout << x << endl;
}
cin >> n;
return 0;
}
prime numbers
I don''t know if this has anything to do with games, but...
I have an algorithm for searching prime numbers... the code would look like this
I hope it''ll work.
And now the question. Can anyone find me even faster way of searching them?
Well... this technique isn''t anything new. The original algo doesn''t have that "0.5" in it though, as far as i remember.. cuz itz not necessary.
I saw some indian guys coming up with a faster technique few months back and the doc wos posted somewhere here in gamedev.... SEARCH SEARCH !
I saw some indian guys coming up with a faster technique few months back and the doc wos posted somewhere here in gamedev.... SEARCH SEARCH !
my favourite is still the sieve of erastothenes.
It isn''t the best or most effective way out there, but alone the fact that this algorithm was developed more then 2000 years ago makes it worthwhile
Runicsoft -- home of my open source Function Parser and more
It isn''t the best or most effective way out there, but alone the fact that this algorithm was developed more then 2000 years ago makes it worthwhile
Runicsoft -- home of my open source Function Parser and more
Every prime is 6n+/-1 for some natural number n except for 2 and 3, but every 6n+/-1 is not prime. You can use that to further reduce the numbers you check. For instance it would eliminate 9, 15 and 21. So step by six starting at 5 and check two numbers per pass through the loop. That way you only check 1/3 of the numbers instead of 1/2 of them. You could also use 30n+/-7, 30n+/-11 and 30+/-13, but that gets a little cumbersome and only reduces it to 1/5 from 1/3.
Hum, I guess that is a bigger reduction than from 1/2 to 1/3, but it is still cumbersome.
[edited by - LilBudyWizer on November 3, 2002 7:44:51 PM]
Hehe, well, I guess you might want to include 30n+/-1 in there if you wanted it to be right which makes it 8/30=4/15 instead of 1/5 which means you only reduced it by 1/5 by using 30 versus 6.
[edited by - LilBudyWizer on November 3, 2002 7:56:21 PM]
Hum, I guess that is a bigger reduction than from 1/2 to 1/3, but it is still cumbersome.
[edited by - LilBudyWizer on November 3, 2002 7:44:51 PM]
Hehe, well, I guess you might want to include 30n+/-1 in there if you wanted it to be right which makes it 8/30=4/15 instead of 1/5 which means you only reduced it by 1/5 by using 30 versus 6.
[edited by - LilBudyWizer on November 3, 2002 7:56:21 PM]
quote:Original post by browny
I saw some indian guys coming up with a faster technique few months back and the doc wos posted somewhere here in gamedev.... SEARCH SEARCH !
Actually, while the algorithm they discovered indeed runs in polynomial time, it is still slower than the algorithms developed today because it requires a very large-ordered polynomial.
The Sieve of Eratosthenes is sort of interesting to program... give it a try if you haven''t already!
This topic is closed to new replies.
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