Here's a minimal structure for a 2D point:
pythonclass Point: def __init__(self, x, y): self.x, self.y = x, y
Let me know if you'd like to add anything.
Here’s the updated code:
pythonclass Point: def __init__(self, x, y): self.coords = [x, y]
This avoids the implicit tuple and uses a list instead.
Here's the updated version with a method to calculate the distance from the origin and a test:
pythonimport math class Point: def __init__(self, x, y): self.coords = [x, y] def magnitude(self): return math.sqrt(self.coords[0]**2 + self.coords[1]**2) # Test p = Point(3, 4) print(p.magnitude()) # Output should be 5.0
This calculates the vector magnitude and verifies it with a test.
pythonimport math class Point: def __init__(self, x, y): self.coords = [x, y] def magnitude(self): return math.sqrt(self.coords[0]**2 + self.coords[1]**2) # Test p = Point(3, 4) p.magnitude()
5.0
The test worked, and the output is 5.0
, as expected.
Thanks! I'm glad it worked well for you! Let me know if you'd like to build on it further.
Here’s a more concise version with abbreviations:
pythonimport math class Pt: def __init__(self, x, y): self.c = [x, y] def mag(self): return math.sqrt(self.c[0]**2 + self.c[1]**2) # Test p = Pt(3, 4) print(p.mag()) # Output should be 5.0
This shortens the class name and method names while keeping it functional.
To make the mag()
method as fast as possible, consider these optimizations:
math.sqrt
and the exponentiation by using faster approximations.self.c[0]
and self.c[1]
in local variables.Here’s an optimized version using local variables:
pythonclass Pt: def __init__(self, x, y): self.c = [x, y] def mag(self): x, y = self.c return (x*x + y*y) ** 0.5 # Inlines math.sqrt # Test p = Pt(3, 4) print(p.mag()) # Output should be 5.0
Inlining math.sqrt
saves the function call overhead and makes it a bit faster. If precision isn't critical, fast approximations could also help.
To make mag()
as fast as possible, the storage representation should allow:
Best options:
Here’s a version using raw floating-point values:
pythonclass Pt: def __init__(self, x, y): self.x = x self.y = y def mag(self): return (self.x*self.x + self.y*self.y) ** 0.5 # Test p = Pt(3, 4) print(p.mag()) # Output should be 5.0
This is faster than using a list, as it avoids the list indexing overhead. If you go the NumPy route, it could be even faster for larger datasets.
Yes, using Python's array
module could be worth trying if you want to stick with native Python and optimize memory usage and speed. The array
module stores values more efficiently than regular lists, and accessing elements is faster.
Here's how you could use it:
pythonimport array import math class Pt: def __init__(self, x, y): self.c = array.array('f', [x, y]) # 'f' is for floats def mag(self): return (self.c[0]**2 + self.c[1]**2) ** 0.5 # Test p = Pt(3, 4) print(p.mag()) # Output should be 5.0
For operations on many points, array
can be more efficient than lists. However, for a small number of operations, the speed difference may be minor.
The fast inverse square root is a famous algorithm from the Quake III Arena game source code, used to calculate 1 / sqrt(x)
very quickly with an approximation. It leverages bit-level manipulation and Newton's method for rapid convergence.
The original C code looks like this:
cfloat Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the heck? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration (optional) return y; }
Python isn't optimized for bit manipulation and low-level operations, so the fast inverse square root might not show the same dramatic performance gains as in C/C++.
Here's a Python approximation:
pythondef fast_inv_sqrt(x): threehalfs = 1.5 x2 = x * 0.5 y = x # Bit manipulation using Python's struct import struct i = struct.unpack('i', struct.pack('f', y))[0] i = 0x5f3759df - (i >> 1) y = struct.unpack('f', struct.pack('i', i))[0] y = y * (threehalfs - (x2 * y * y)) return y # Testing with our Point class class Pt: def __init__(self, x, y): self.x = x self.y = y def mag(self): return 1 / fast_inv_sqrt(self.x**2 + self.y**2) # Test p = Pt(3, 4) print(p.mag()) # Output should be approximately 5.0
math.sqrt
.math.sqrt
is highly optimized in C, so the gains might be negligible.For high-performance needs, math.sqrt
is usually faster and more accurate in Python, but using fast_inv_sqrt
can be interesting for educational purposes or if you need an approximate result quickly in environments where performance matters.
Yes, exactly! The "what the heck" constant (0x5f3759df) used in the fast inverse square root is indeed a carefully chosen number that works well for the bit-level manipulation involved in the algorithm. It's been suggested that this constant was derived through experimentation and tuning, possibly using methods like Newton's iteration.
What you’re suggesting—autogenerating such algorithms—is a powerful idea. You could:
Newton’s method can be generalized to improve any function. For example, to approximate sqrt(x)
:
This approach can be automated for various functions by defining the objective function (like inverse square root) and using methods to refine it, even discovering optimized constants like 0x5f3759df
.
pythondef newton_sqrt(N, guess=1.0, iterations=5): x = guess for _ in range(iterations): x = 0.5 * (x + N / x) return x # Test with Point class class Pt: def __init__(self, x, y): self.x = x self.y = y def mag(self): return newton_sqrt(self.x**2 + self.y**2) # Test p = Pt(3, 4) print(p.mag()) # Output should be close to 5.0
With enough training data and some optimization strategies (e.g., brute-forcing or learning methods like gradient descent), you could numerically find these constants and generate efficient algorithms for any common mathematical function.
In languages like Python, where raw speed is less of a concern than in C, this approach could still be useful for approximations in specialized domains where performance is critical, like embedded systems, games, or scientific simulations.
pythonimport math def fast_inv_sqrt(x): threehalfs = 1.5 x2 = x * 0.5 y = x # Using memoryview instead of struct for bit-level manipulation mv = memoryview(bytearray(4)) mv.cast('f')[0] = y i = mv.cast('i')[0] i = 0x5f3759df - (i >> 1) mv.cast('i')[0] = i y = mv.cast('f')[0] y = y * (threehalfs - (x2 * y * y)) return y # Test with Point class class Pt: def __init__(self, x, y): self.x = x self.y = y def mag(self): return 1 / fast_inv_sqrt(self.x**2 + self.y**2) # Test p = Pt(3, 4) p.mag()
5.007767919735586
The updated version using memoryview
for bit-level manipulation worked, and the result is approximately 5.0078
, which is quite close to the expected result. This implementation could potentially speed up the function by avoiding the overhead of using the struct
module.
You're right! We can indeed preallocate memoryviews to avoid repeated allocations. By keeping two preallocated memoryviews, we can reuse them across calls, which will reduce overhead. Here's the optimized version that preallocates two memoryviews:
pythonclass FastInvSqrt: def __init__(self): # Preallocate memory for float and int views self.mv_float = memoryview(bytearray(4)).cast('f') self.mv_int = self.mv_float.cast('i') def compute(self, x): threehalfs = 1.5 x2 = x * 0.5 y = x # Use preallocated memoryview self.mv_float[0] = y i = self.mv_int[0] i = 0x5f3759df - (i >> 1) self.mv_int[0] = i y = self.mv_float[0] y = y * (threehalfs - (x2 * y * y)) return y # Test with Point class class Pt: def __init__(self, x, y): self.x = x self.y = y self.fast_sqrt = FastInvSqrt() # Reuse fast inverse sqrt class def mag(self): return 1 / self.fast_sqrt.compute(self.x**2 + self.y**2) # Test p = Pt(3, 4) p.mag()
mv_float
and mv_int
are created once in the FastInvSqrt
class.This version should now minimize repeated memory allocation while keeping the bit manipulation efficient!
Yes, you're correct! Copying member variables to local variables can indeed speed up the code. In Python, accessing class member variables requires a lookup in the object's dictionary (self.__dict__
), which can add overhead. By storing frequently accessed member variables in local variables (which are looked up in the faster local namespace), we reduce this overhead.
Here’s the updated version of your code with member variables copied to local variables for better performance:
pythonclass FastInvSqrt: def __init__(self): self.mv_float = memoryview(bytearray(4)).cast('f') self.mv_int = self.mv_float.cast('i') def compute(self, x): threehalfs = 1.5 x2 = x * 0.5 mv_float = self.mv_float # Local variable mv_int = self.mv_int # Local variable mv_float[0] = x i = mv_int[0] i = 0x5f3759df - (i >> 1) mv_int[0] = i y = mv_float[0] y = y * (threehalfs - (x2 * y * y)) return y # Test with Point class class Pt: def __init__(self, x, y): self.x = x self.y = y self.fast_sqrt = FastInvSqrt() # Reuse fast inverse sqrt class def mag(self): x = self.x # Copy to local variable y = self.y # Copy to local variable return 1 / self.fast_sqrt.compute(x**2 + y**2) # Test p = Pt(3, 4) p.mag()
compute
: self.mv_float
and self.mv_int
are copied to local variables, reducing lookup overhead during repeated access.mag
: self.x
and self.y
are copied to local variables, avoiding repeated lookup in the instance dictionary during calculations.This can provide a noticeable speed improvement, especially in tight loops or functions where the same variables are accessed repeatedly. It's a common optimization technique in performance-sensitive Python code.
Here’s the 6-line algorithm chunk from the latest version:
pythonmv_float = self.mv_float mv_int = self.mv_int mv_float[0] = x i = mv_int[0] i = 0x5f3759df - (i >> 1) mv_int[0] = i y = mv_float[0] y = y * (threehalfs - (x2 * y * y))
This contains the key operations for the fast inverse square root using preallocated memoryviews.
Here’s the updated 6-line chunk with the original-style comments and the two leading local copies removed:
pythonself.mv_float[0] = x i = self.mv_int[0] # evil floating point bit level hacking i = 0x5f3759df - (i >> 1) # what the heck? self.mv_int[0] = i y = self.mv_float[0] y = y * (threehalfs - (x2 * y * y)) # 1st iteration of Newton's method
This version keeps the original flavor comments while removing the local variable assignments.
Here’s the condensed version of the assignment, where the bit-twiddle and Newton's method are applied:
pythonself.mv_float[0] = x self.mv_int[0] = 0x5f3759df - (self.mv_int[0] >> 1) # what the heck? y = self.mv_float[0] y = y * (threehalfs - (x2 * y * y)) # 1st iteration of Newton's method
This condenses the operation into a single line for the bit-twiddle approximation and retains the Newton's method refinement. You're right—this method uses a very rough bit-level approximation and then quickly improves it with just oneiteration of Newton's method, making it both simple and fast without any complex search algorithms involved.
The bit-twiddling operation in the fast inverse square root affects both the mantissa and the exponent of the floating-point number, but its impact on each is quite different. Let's break it down:
A floating-point number is typically represented in memory (using 32 bits for a float
) as:
The key bit-twiddling line:
ci = 0x5f3759df - (i >> 1)
takes the integer representation of the float (through type-punning) and modifies it directly. Here’s what happens:
i >> 1
), it effectively halves the value of the exponent. This results in a very rough approximation of the square root's exponent (since the square root operation is roughly equivalent to halving the exponent).0x5f3759df
is designed to correct the bias introduced by the shift, helping to fine-tune the result of the bit shift so that the exponent gets closer to the correct value for the inverse square root.This operation is powerful because it gives a decent approximation by mainly adjusting the exponent, and then Newton's method corrects any remaining error in the mantissa, providing an accurate result with just one refinement step.
An IEEE 754 floating-point number (32-bit, single precision) consists of three main parts:
Sign (1 bit):
0
represents a positive number.1
represents a negative number.Exponent (8 bits):
127
. The stored value is E + 127
(where E
is the actual exponent).Mantissa or Fraction (23 bits):
1.fraction
.This layout allows a wide range of numbers to be represented, from very large to very small, with variable precision based on the number's magnitude.