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EnTerr
Roku Guru

Re: Working with LongInteger

@RenoJim -
pray tell, why are you using LongLong?

I suspect you are "making lemonade" but specifically what kind of thing is exceeding 32 bits? There might be other ways to juice it
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renojim
Community Streaming Expert

Re: Working with LongInteger

I'm counting total pennies in one of my games. It's purely informational and may or may not ever need more than 32 bits. I just figured I'd use LongInteger since it's available. If it weren't and the counter just wrapped around, it would be no big deal.

-JT
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EnTerr
Roku Guru

Re: Working with LongInteger

If one gets a penny for every second they play, it will take 2^31 seconds or 68 years to reach the horizon and they'll have $21M at that point
(do you offer cash out option? :twisted: )

For counting money though, just use Double - per IEEE it's guaranteed to preserve at least 15 digits during conversion. Which means you can hold amounts up to the US federal budget ($3+ trillion) with precision down to a cent. The nice thing is that even if exceeding that, it will start "failing" in a nice way, i.e. losing the cents like IRS does. Not to mention there is 2 hidden digits precision (it works internally at 17 decimal digit precision equivalent).
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renojim
Community Streaming Expert

Re: Working with LongInteger

But what if it's 1000000 pennies at a time? 😄
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EnTerr
Roku Guru

Re: Working with LongInteger

"renojim" wrote:
But what if it's 1000000 pennies at a time? 😄

Then you can afford yourself ~2000 of these $10,000 wins.

Or if you switch to Double - which i advocate - then can handle 1,000,000,000 events like the above, which if they happen 1/sec would take 30+ years to lose the penny precision (not to overflow!). And after that, umm... why do you exactly need to pinch every penny? 😛
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renojim
Community Streaming Expert

Re: Working with LongInteger

Nope. I learned long ago that dealing with currency as integers is far safer than using floats of any kind.
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