This is the same idea behind binary search. In a sorted array, you compare against the middle element and eliminate half the remaining candidates. In a quadtree, you choose one of four quadrants and ignore the other three regions. Each level narrows the search space by a factor of four instead of two.
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int d = getDigit(arr[i], digit);
The logic is fairly simple: I don’t give a shit what you name your player object. I don’t care how deeply you bury it in a closure. I don’t care what class you instantiate it from. At some point, you have to call .play(). And when you do, I’ll be waiting.