User:Acheron Gloom
Contributions elsewhere (that I need to convert to wiki-style): http://newjessie.org/viewtopic.php?f=18&t=179
GetSubInteger
Two functions for getting a single digit out of an integer. Faster than (integer)llGetSubString((string)num, place, place).
<lsl> integer getSubIntegerLowMem(integer x, integer place){
integer tenExp = (integer)llPow(10.0, place); return (x/(tenExp/10)) - (x/tenExp)*10;
}
integer getSubIntegerFast(integer x, integer place){
integer tenExp; if(place & 1){//1, 3, 5, 7, 9 if(place & 2){//3, 7 if(place & 4) tenExp = 10000000; else tenExp = 1000; } else{//1, 5, 9 if(place & 4) tenExp = 100000; else if(place & 8) tenExp = 1000000000; else tenExp = 10; } } else{//2, 4, 6, 8, 10 if(place & 2){//2, 6, 10 if(place & 4) tenExp = 1000000; else{//2, 10 if(place & 8) tenExp = 10000000000; else tenExp = 100; } } else{//4, 8 if(place & 4) tenExp = 10000; else tenExp = 100000000; } } return (x/(tenExp/10)) - (x/tenExp)*10;
} </lsl>
IntegerLength
A few functions for getting the number of digits in an integer, with strengths/weaknesses for each. All are faster than llStringLength method. <lsl> integer getDigitsStrLen(integer x){//Low memory usage, but horrible performance. Don't use this, its just an example.
return llStringLength((string)x);
}
integer getDigitsLog(integer x){//Low memory usage (35 bytes), good performance. Use this if memory is your main concern. You can probably in-line it for a small performance gain.
return (integer)llLog10(x);
}
//The two functions below only work up to 8 digits. I use them for text prims. integer get8DigitsNoBranch(integer x){ //Decent memory usage (123 bytes), Better performance. Use this if you want a balanced method.
return -~((x >= 10) + (x >= 100) + (x >= 1000) + (x >= 10000) + (x >= 100000) + (x >= 1000000) + (x >= 10000000));
}
integer get8DigitsTree(integer x){//High memory usage (239 bytes), best performance. Use this if you need speed. Inline if you need even more speed.
if (x >= 10000) { if (x >= 10000000) return 8; if (x >= 100000){ if (x >= 1000000) return 7; return 6; } return 5; } if (x >= 100){ if (x >= 1000) return 4; return 3; } if (x >= 10) return 2; return 1;
}
//The two functions below work up to the integer max. I don't need them, but someone might. They're just minor modifications. integer getDigitsNoBranch(integer x){ //Decent memory usage (123 bytes), Better performance. Use this if you want a balanced method.
return -~((x >= 10) + (x >= 100) + (x >= 1000) + (x >= 10000) + (x >= 100000) + (x >= 1000000) + (x >= 10000000) + (x >= 100000000) + (x >= 1000000000));
}
integer getDigitsTree(integer x){//High memory usage (239 bytes), best performance. Use this if you need speed. Inline if you need even more speed.
if(x >= 10000) { if(x >= 10000000){ if(x >= 100000000){ if(x >= 1000000000) return 10; return 9; } return 8; } if(x >= 100000){ if(x >= 1000000) return 7; return 6; } return 5; } if(x >= 100){ if(x >= 1000) return 4; return 3; } if(x >= 10) return 2; return 1;
} </lsl>
Int2Prim
A few functions for putting an integer on a prim using a texture with numeric glyphs. The following functions make use of a texture that I keep inside of the prim named 'n' to save memory. Each list-UUID otherwise would be tens of bytes per face. The texture is located at: http://imgur.com/5NXIN
<lsl> list Int2PrimLeft(integer p, integer text, vector color){//left aligned
list faces=[]; //i = getDigitsTree(text); OR i = getDigitsNoBranch(text); integer i = -~((text >= 10) + (text >= 100) + (text >= 1000) + (text >= 10000) + (text >= 100000) + (text >= 1000000) + (text >= 10000000)); integer tenExp = 1; while(i) faces = [PRIM_TEXTURE, i=~-i, "n", <1.0, 0.1, 0.0>, <0.0, 0.55 + 0.1*((text/(tenExp*=10))*10 - text/tenExp), 0.0>, 0.0] + faces; return [PRIM_LINK_TARGET, p, PRIM_COLOR, ALL_SIDES, color, 1.0] + faces;
}
list Int2PrimRight(integer p, integer text, vector color){//Right aligned
list faces=[]; ///i = getDigitsTree(text); OR i = getDigitsNoBranch(text); integer i = (counter = 8) + ~((text >= 10) + (text >= 100) + (text >= 1000) + (text >= 10000) + (text >= 100000) + (text >= 1000000) + (text >= 10000000)); integer tenExp = 1; while(counter != i) faces = [PRIM_TEXTURE, counter=~-counter, "n", <1.0, 0.1, 0.0>, <0.0, 0.55 + 0.1*((text/(tenExp*=10))*10 - text/tenExp), 0.0>, 0.0] + faces; return [PRIM_LINK_TARGET, p, PRIM_COLOR, ALL_SIDES, color, 1.0] + faces;
} </lsl>