Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

Infinite Compression Explained

Name: FrozenVoid 2009-06-24 10:03

Because most of you don't read my blog,(i don't read random blogs as well) and have so much questions about what i'm doing with my programs, i'll write it here:
All of the programs(about 6 developed so far) despite wildly varying routines are targeted to generate large integers.
These integers are not files. Following transformations occurs:
encode
1.file is converted to large integer X(arbitrary length).
2.X multiplied by some scale factor e.g. 10e1000 to get a lower bound
2.(X+1)by some scale factor e.g. 10e1000 to get an uppper bound
3.a search is performed for finding numbers inside that range which are easy to represent via formula.
4.if number(s) found its saved to a file.
decode:
1.a formula is supplied with number(s) and filesize
2.the formula generates an integer/float, which is then divided by scale factor(e.g. 10e1000).
3.the first filesize bytes are then written to output.

the proces isn't perfected yet, because the formulas currently used in my programs either too slow to search or cuttoff at float precision(for non-integer parameters)
________________________________________________
http://xs135.xs.to/xs135/09042/av922.jpg
orbis terrarum delenda est

Name: FrozenVoid 2009-06-24 11:02

>>10 I appreciate only constructive criticism. The programs are in development.
There is no "Formal proof", i'm just coding better search mechanisms and improving precision.
When the final program will be ready, it will be optimized and work seamlessly.
The current general representation of algorithms that i explore is >>1 and if you want details of past code
like that "1 second per 100 bytes". its at http://frozenvoid.blogspot.com/2009/06/static-search-with-float-power.html




_____________________________________
http://xs135.xs.to/xs135/09042/av922.jpg
orbis terrarum delenda est

Newer Posts
Don't change these.
Name: Email:
Entire Thread Thread List