Edit: I wish SO let me accept 2 answers because neither is complete without the other. I suggest reading both!
I am trying to come up with a fast implementation of a function that given an unsigned 32-bit integer x returns the sum of 2^trailing_zeros(i) for i=1..x-1, where trailing_zeros is the count trailing zeros operation which is defined as returning the 0 bits after the least significant 1 bit. This seems like the kind of problem that should lend itself to a clever bit manipulation implementation that takes the same number of instructions regardless of the input, but I haven't been able to derive it.
Mathematically, 2^trailing_zeros(i) is equivalent to the largest factor of 2 that exactly divides i. So we are summing those largest factors for 1..x-1.
i | 1 2 3 4 5 6 7 8 9 10
-----------------------------------------------------------------------
2^trailing_zeroes(i) | 1 2 1 4 1 2 1 8 1 2
-----------------------------------------------------------------------
Sum (desired value) | 0 1 3 4 8 9 11 12 20 21
It is a little easier to see the structure of 2^trailing_zeroes(i) if we 'plot' the values -- horizontal position increasing from left to right corresponding to i and vertical position increasing from top to bottom corresponding to trailing_zeroes(i).
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8
16 16 16 16 16 16 16 16
32 32 32 32
64 64
Here it is easier to see the pattern that 2's are always 4 apart, 8's are always 16 apart, etc. However, each pattern starts at a different time -- 8's don't begin until i=8, 16 doesn't begin until i=16, etc. If you don't take into account that the patterns don't start right away you can come up with formulas that don't work -- for example you might think to determine the number of 8's going into the total you should just compute floor(x/16) but i=25 is far enough to the right to include both of the first two 8s.
The best solution I have come up with so far is:
Set n = floor(log2(x)). This can be computed quickly using the count leading zeros operation. This tells us the highest power of two that is going to be involved in the sum.
Set sum = 0
for i = 1..n
sum += floor((x - 2^i) / 2^(i+1))*2^i + 2^i
The way this works as for each power, it calculates the horizontal distance on the plot between x and the first appearance of that power, e.g. the distance between x and the first 8 is (x-8), and then it divides by the distance between repeating instances of that power, e.g. floor((x-8)/16), which gives us how many times that power appeared, we the sum for that power, e.g. floor((x-8)/16)*8. Then we add one instance of the given power because that calculation excludes the very first time that power appears.
In practice this implementation should be pretty fast because the division/floor can be done by right bit shift and powers of two can be done with 1 bit-shifted to the left. However it seems like it should still be possible to do better. This implementation will loop more for larger inputs, up to 32 times (it's O(log2(n)), ideally we want O(1) without a gigantic lookup table using up all the CPU cache). I've been eyeing the BMI/BMI2 intrinsics but I don't see an obvious way to apply them.
Although my goal is to implement this in a compiled language like C++ or Rust with real bit shifting and intrinsics, I've been prototyping in Python. Included below is my script that includes the implementation I described, z(x), and the code for generating the plot, tower(x).
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from math import pow, floor, log, ceil
def leading_zeros(x):
return len(bin(x).split('b')[-1].split('1')[-1])
def f(x):
s = 0
for c, i in enumerate(range(1,x)):
a = pow(2, len(bin(i).split('b')[-1].split('1')[-1]))
s += a
return s
def g(x): return sum([pow(2,i)*floor((x+pow(2,i)-1)/pow(2,i+1)) for i in range(0,32)])
def h(x):
s = 0
extra = 0
extra_s = 0
for i in range(0,32):
num = (x+pow(2,i)-1)
den = pow(2,i+1)
fraction = num/den
floored = floor(num/den)
power = pow(2,i)
product = power*floored
if product == 0:
break
s += product
extra += (fraction - floored)
extra_s += power*fraction
#print(f"i={i} s={s} num={num} den={den} fraction={fraction} floored={floored} power={power} product={product} extra={extra} extra_s={extra_s}")
return s
def z(x):
upper_bound = floor(log(x,2)) if x > 0 else 0
s = 0
for i in range(upper_bound+1):
num = (x - pow(2,i))
den = pow(2,i+1)
fraction = num/den
floored = floor(fraction)
added = pow(2,i)
s += floored * added
s += added
print(f"i={i} s={s} upper_bound={upper_bound} num={num} den={den} floored={floored} added={added}")
return s
# return sum([floor((x - pow(2,i))/pow(2,i+1) + pow(2,i)) for i in range(floor(log(x, 2)))])
def tower(x):
table = [[" " for i in range(x)] for j in range(ceil(log(x,2)))]
for i in range(1,x):
p = leading_zeros(i)
table[p][i] = 2**p
for row in table:
for col in row:
print(col,end='')
print()
# h(9000)
for i in range(1,16):
tower(i)
print((i, f(i), g(i), h(i), z(i-1)))
Based on the method of Eric Postpischil, here is a way to do it without a loop.
Note that every bit is being multiplied by its position, and the results are summed (sort of, except there is also a factor of 0.5 in it, let's put that aside for now). Let's call those values that are being added up "the partial products" just to call them something, it's not really accurate to call them that, I can't come up with anything better. If we transpose that a little bit, then it's built up like this: the lowest bit of every partial product is the lowest bit of the position of every bit multiplied by that bit. Single-bit-products are bitwise-AND, and the values of the lowest bits of the positions are 0,1,0,1 etc, so it works out to x & 0xAAAAAAAA, the second bit of every partial product is x & 0xCCCCCCCC (and has a "weight" of 2, so this must be multiplied by 2) etc.
Then the whole thing needs to be shifted right by 1, to account for the factor of 0.5
So in total:
unsigned CountCumulativeTrailingZeros(unsigned x)
{
--x;
unsigned sum = x;
sum += (x >> 1) & 0x55555555;
sum += x & 0xCCCCCCCC;
sum += (x & 0xF0F0F0F0) << 1;
sum += (x & 0xFF00FF00) << 2;
sum += (x & 0xFFFF0000) << 3;
return sum;
}
For an additional explanation, here is a more visual example. Let's temporarily drop the factor of 0.5 again, it doesn't fundamentally change the algorithm but adds some complication.
First I write above every bit of v (some example value), the position of that bit in binary (p0 is the least significant bit of the position, p1 the second bit etc). Read the ps vertically, every column is a number:
p0: 10101010101010101010101010101010
p1: 11001100110011001100110011001100
p2: 11110000111100001111000011110000
p3: 11111111000000001111111100000000
p4: 11111111111111110000000000000000
v : 00000000100001000000001000000000
So for example bit 9 is set, and it has (reading from bottom to top) 01001 above it (9 in binary).
What we want to do (why this works has been explained by Eric's answer), is take the indexes of the bits that are set, shift them to their corresponding positions, and add them. In this case, they are already at their own positions (by construction, the numbers were written at their own positions), so there is no shift, but they still need to be filtered so only the numbers that correspond to set bits survive. This is what I meant by the "single bit products": take a bit of v and multiply it by the corresponding bits of p0, p1, etc.
You can look at that as multiplying the bit value by its index as well so 2^bit * bit as mentioned in the comments. That is not how it is done here, but that is effectively what is done.
Back to the example, applying bitwise-AND results in these partial products:
pp0: 00000000100000000000001000000000
pp1: 00000000100001000000000000000000
pp2: 00000000100000000000000000000000
pp3: 00000000000000000000001000000000
pp4: 00000000100001000000000000000000
v : 00000000100001000000001000000000
The only values that are left are 01001, 10010, 10111, and they are at their corresponding positions (so, already shifted to where they need to go).
Those values must be added, while keeping them at their positions. They don't need to be extracted from the strange form which they are in, addition is freely reorderable (associative and commutative) so it's OK to add all the least significant bits of the partial products to the sum first, then all the seconds bits, and so on. But they have to added with the right "weight", after all a set bit in pp0 corresponds to a 1 at that position but a set bit in pp1 really corresponds to a 2 at that position (since it's the second bit of the number that it is part of). So pp0 is used directly, but pp1 is shifted left by 1, pp2 is shifted left by 2, etc.
The the factor of 0.5 must still be accounted for, which I did mostly by shifting over the bits of the partial products by one less than what their weight would imply. pp0 was shifted left by zero, so it must be shifted right by 1 now. This could be done with less complication by just putting return sum >> 1; at the end, but that would reduce the range of values that the function can handle before running into integer wrapping modulo 232 (also it would cost an extra operation, and doing it the weird way does not).
Observe that if we count from 1 to x instead of to x−1, we have a pattern:
x
sum
sum/x
1
1
1
2
3
1.5
4
8
2
8
20
2.5
16
48
3
So we can easily calculate the sum for any power of two p as p • (1 + ½b), where b is the power (equivalently, the number of the bit that is set or the log2 of the power). We can see this by induction: If the sum from 1 to 2b is 2b•(1+½b) (which it is for b=0), then the sum from 1 to 2b+1 reprises the individual term contributions twice except that the last term adds 2b+1 instead of 2b, so the sum is 2•2b•(1+½b) − 2b + 2b+1 = 2b+1•(1+½b) + ½•2b+1 = 2b+1•(1+½(b+1)).
Further, between any two powers of two, the lower bits reprise the previous partial sums. Thus, for any x, we can compute the cumulative number of trailing zeros by summing the sums for the set bits in it. Recalling this provides the sum for numbers from 1 to x, we adjust by to get the desired sum from 1 to x−1 subtracting one from x before computation:
unsigned CountCumulative(unsigned x)
{
--x;
unsigned sum = 0;
for (unsigned bit = 0; bit < sizeof x * CHAR_BIT; ++bit)
sum += (x & 1u << bit) * (1 + bit * .5);
return sum;
}
We can terminate the loop when x is exhausted:
unsigned CountCumulative(unsigned x)
{
--x;
unsigned sum = 0;
for (unsigned bit = 0; x; ++bit, x >>= 1)
sum += ((x & 1) << bit) * (1 + bit * .5);
return sum;
}
As harold points out, we can factor out the 1, as summing the value of each bit of x equals x:
unsigned CountCumulative(unsigned x)
{
--x;
unsigned sum = x;
for (unsigned bit = 0; x; ++bit, x >>= 1)
sum += ((x & 1) << bit) * bit * .5;
return sum;
}
Then eliminate the floating-point:
unsigned CountCumulative(unsigned x)
{
unsigned sum = --x;
for (unsigned bit = 0; x; ++bit, x >>= 1)
sum += ((x & 1) << bit) / 2 * bit;
return sum;
}
Note that when bit is zero, ((x & 1) << bit) / 2 will lose the fraction, but this irrelevant as * bit makes the contribution zero anyway. For all other values of bit, (x & 1) << bit is even, so the division does not lose anything.
This will overflow unsigned at some point, so one might want to use a wider type for the calculations.
More Code Golf
Another way to add half the values of the bits of x repeatedly depending on their bit position is to shift x (to halve its bit values) and then add that repeatedly while removing successive bits from low to high:
unsigned CountCumulative(unsigned x)
{
unsigned sum = --x;
for (unsigned bit = 0; x >>= 1; ++bit)
sum += x << bit;
return sum;
}
Related
I don't understand the exercise 2-9, in K&R C programming language,
chapter 2, 2.10:
Exercise 2-9. In a two's complement number system, x &= (x-1) deletes the rightmost 1-bit in x . Explain why. Use this observation to write a faster version of bitcount .
the bitcount function is:
/* bitcount: count 1 bits in x */
int bitcount(unsigned x)
{
int b;
for (b = 0; x != 0; x >>= 1)
if (x & 01)
b++;
return b;
}
The function deletes the rightmost bit after checking if it is bit-1 and then pops in the last bit .
I can't understand why x&(x-1) deletes the right most 1-bit?
For example, suppose x is 1010 and x-1 is 1001 in binary, and x&(x-1) would be 1011, so the rightmost bit would be there and would be one, where am I wrong?
Also, the exercise mentioned two's complement, does it have something to do with this question?
Thanks a lot!!!
First, you need to believe that K&R are correct.
Second, you may have some mis-understanding on the words.
Let me clarify it again for you. The rightmost 1-bit does not mean the right most bit, but the right most bit which is 1 in the binary form.
Let's arbitrary assume that x is xxxxxxx1000(x can be 0 or 1). Then from right to left, the fourth bit is the "rightmost 1-bit". On the basis of this understanding, let's continue on the problem.
Why x &=(x-1) can delete the rightmost 1-bit?
In a two's complement number system, -1 is represented with all 1 bit-pattern.
So x-1 is actually x+(-1), which is xxxxxxx1000+11111111111. Here comes the tricky point.
before the righmost 1-bit, all 0 becomes 1 and the rightmost 1-bit becomes 0 and there is a carry 1 go to left side. And this 1 will continue to proceed to the left most and cause an overflow, meanwhile, all 'x' bit is still a because 'x'+'1'+'1'(carry) causes a 'x' bit.
Then x & (x-1) will delete the rightmost 1-bit.
Hope you can understand it now.
Thanks.
Here is a simple way to explain it. Let's arbitrarily assume that number Y is xxxxxxx1000 (x can be 0 or 1).
xxxxxxx1000 - 1 = xxxxxxx0111
xxxxxxx1000 & xxxxxxx0111 = xxxxxxx0000 (See, the "rightmost 1" is gone.)
So the number of repetitions of Y &= (Y-1) before Y becomes 0 will be the total number of 1's in Y.
Why do x & (x-1) delete the right most order bit? Just try and see:
If the righmost order bit is 1, x has a binary representation of a...b1 and x-1 is a...b0 so the bitwise and will give a...b1 because common bits are left unchanged by the and and 1 & 0 is 0
Else x has a binary representation of a...b10...0; x-1 is a...b01...1 and for same reason as above x & (x-1) will be a...b00...0 again clearing the rightmost order bit.
So instead of scanning all bits to find which one are 0 and which one are 1, you just iterate the operation x = x & (x-1) until x is 0: the number of steps will be the number of 1 bits. It is more efficient than the naive implementation because statistically you will use half number of steps.
Example of code:
int bitcount(unsigned int x) {
int nb = 0;
while (x != 0) {
x &= x-1;
nb++
}
return nb;
}
Ik I'm already very late (≈ 3.5yrs) but your example has mistake.
x = 1010 = 10
x - 1 = 1001 = 9
1010 & 1001 = 1000
So as you can see, it deleted the rightmost bit in 10.
7 = 111
6 = 110
5 = 101
4 = 100
3 = 011
2 = 010
1 = 001
0 = 000
Observe that the position of rightmost 1 in any number, the bit at that same position of that number minus one is 0. Thus ANDing x with x-1 will be reset (i.e. set to 0) the rightmost bit.
7 & 6 = 111 & 110 = 110 = 6
6 & 5 = 110 & 101 = 100 = 4
5 & 4 = 101 & 100 = 100 = 4
4 & 3 = 010 & 011 = 010 = 2
3 & 2 = 011 & 010 = 010 = 2
2 & 1 = 010 & 001 = 000 = 0
1 & 0 = 001 & 000 = 000 = 0
This was asked in one of the interview I gave. I couldn't answer this properly.
I want to find out how many bits are enabled based on a number.
Suppose , if the number is 2 , I should return 3.
if the number is 3 , I should return 7
8 4 2 1
1 1
8 4 2 1
1 1 1
Is there any easy way of doing it?
Yes, there is: subtract 1 from the corresponding power of 2, like this:
int allBitsSet = (1U << n) - 1;
The expression (1U << n) - 1 computes the value of 2 to the power of n, which always has this form in binary:
1000...00
i.e. one followed by n zeros. When you subtract 1 from a number of that form, you "borrow" from the bit that is set to 1 making it zero, and flip the remaining bits to 1.
You can visualize this by solving an analogous problem in decimal system: "make a number that has n nines". The solution is the same, except now you need to use 10 instead of 2.
I'm writing a Langton's ant sim (for rulestring RLR) and am trying to optimise it for speed. Here's the pertinent code as it stands:
#define AREA_X 65536
#define AREA_Y 65536
#define TURN_LEFT 3
#define TURN_RIGHT 1
int main()
{
uint_fast8_t* state;
uint_fast64_t ant=((AREA_Y/2)*AREA_X) + (AREA_X/2);
uint_fast8_t ant_orientation=0;
uint_fast8_t two_pow_five=32;
uint32_t two_pow_thirty_two=0;/*not fast, relying on exact width for overflow*/
uint_fast8_t change_orientation[4]={0, TURN_RIGHT, TURN_LEFT, TURN_RIGHT};
int_fast64_t* move_ant={AREA_X, 1, -AREA_X, -1};
... initialise empty state
while(1)
{
while(two_pow_five--)/*removing this by doing 32 steps per inner loop, ~16% longer*/
{
while(--two_pow_thirty_two)
{
/*one iteration*/
/* 54 seconds for init + 2^32 steps
ant_orientation = ( ant_orientation + (117>>((++state[ant])*2 )) )&3;
state[ant] = (36 >> (state[ant] *2) ) & 3;
ant+=move_ant[ant_orientation];
*/
/* 47 seconds for init + 2^32 steps
ant_orientation = ( ant_orientation + ((state[ant])==1?3:1) )&3;
state[ant] += (state[ant]==2)?-2:1;
ant+=move_ant[ant_orientation];
*/
/* 46 seconds for init + 2^32 steps
ant_orientation = ( ant_orientation + ((state[ant])==1?3:1) )&3;
if(state[ant]==2)
{
--state[ant];
--state[ant];
}
else
++state[ant];
ant+=move_ant[ant_orientation];
*/
/* 44 seconds for init + 2^32 steps
ant_orientation = ( ant_orientation + ((++state[ant])==2?3:1) )&3;
if(state[ant]==3)state[ant]=0;
ant+=move_ant[ant_orientation];
*/
// 37 seconds for init + 2^32 steps
// handle every situation with nested switches and constants
switch(ant_orientation)
{
case 0:
switch(state[ant])
{
case 0:
ant_orientation=1;
state[ant]=1;
++ant;
break;
case 1:
ant_orientation=3;
state[ant]=2;
--ant;
break;
case 2:
ant_orientation=1;
state[ant]=0;
++ant;
break;
}
break;
case 1:
switch(state[ant])
{
...
}
break;
case 2:
switch(state[ant])
{
...
}
break;
case 3:
switch(state[ant])
{
...
}
break;
}
}
}
two_pow_five=32;
... dump to file every 2^37 steps
}
return 0;
}
I have two questions:
I've tried to optimise as best as I can with c by trial and error testing, are there any tricks I haven't taken advantage of? Please try to talk in c not assembly, although I'll probably try assembly at some point.
Is there a better way to model the problem to increase speed?
More info: Portability doesn't matter. I'm on 64 bit linux, using gcc, an i5-2500k and 16 GB of ram. The state array as it stands uses 4GiB, the program could feasibly use 12GiB of ram. sizeof(uint_fast8_t)=1. Bounds checks are intentionally not present, corruption is easy to spot manually from the dumps.
edit: Perhaps counter-inuitively, piling on the switch statements instead of eliminating them has yielded the best efficiency so far.
edit: I've re-modelled the problem and come up with something quicker than a single step per iteration. Before, each state element used two bits and described a single cell in the Langton's ant grid. The new way uses all 8 bits, and describes a 2x2 section of the grid. Every iteration a variable number of steps are done, by looking up pre-computed values of step count, new orientation and new state for the current state+orientation. Assuming everything is equally likely it averages to 2 steps taken per iteration. As a bonus it uses 1/4 of the memory to model the same area:
while(--iteration)
{
// roughly 31 seconds per 2^32 steps
table_offset=(state[ant]*24)+(ant_orientation*3);
it+=twoxtwo_table[table_offset+0];
state[ant]=twoxtwo_table[table_offset+2];
ant+=move_ant2x2[(ant_orientation=twoxtwo_table[table_offset+1])];
}
Haven't tried optimising it yet, the next thing to try is eliminating the offset equation and lookups with nested switches and constants like before (but with 648 inner cases instead of 12).
Or, you can use a single unsigned byte constant as an artificial register instead of branching:
value: 1 3 1 1
bits: 01 11 01 01 ---->101 decimal value for an unsigned byte
index 3 2 1 0 ---> get first 2 bits to get "1" (no shift)
--> get second 2 bits to get "1" (shifting for 2 times)
--> get third 2 bits to get "3" (shifting for 4 times)
--> get last 2 bits to get "1" (shifting for 6 times)
Then "AND" the result with binary(11) or decimal(3) to get your value.
(101>>( (++state[ant])*2 ) ) & 3 would give you the turnright or turnleft
Example:
++state[ant]= 0: ( 101>>( (0)*2 ) )&3 --> 101 & 3 = 1
++state[ant]= 1: ( 101>>( (1)*2 ) )&3 --> 101>>2 & 3 = 1
++state[ant]= 2: ( 101>>( (2)*2 ) )&3 --> 101>>4 & 3 = 3 -->turn left
++state[ant]= 3: ( 101>>( (3)*2 ) )&3 --> 101>>6 & 3 = 1
Maximum six-shifting + one-multiplication + one-"and" may be better.
Dont forget constant can be auto-promoted so you may add some suffixes or something else.
Since you are using "unsigned int" for the %4 modulus, you can use "and" operation.
state[ant]=state[ant]&3; instead of state[ant]=state[ant]%4;
For unskilled compilers, this should increase speed.
The hardest part: modulo-3
C = A % B is equivalent to C = A – B * (A / B)
We need state[ant]%3
Result = state[ant] - 3 * (state[ant]/3)
state[ant]/3 is always <=1 for your valid direction states.
Only when state[ant] is 3 then state[ant]/3 is 1, other values give 0.
When multiplied by 3, that part is 0 or 3 (only 3 when state[ant] is 3 otherwise 0)
Result = state[ant] - (0 or 3)
Lets look at all possibilities:
state[ant]=0: 0 - 0 ---> 0 ----> 00100100 shifted by 0 times &3 --> 00000000
state[ant]=1: 1 - 0 ---> 1 ----> 00100100 shifted by 2 times &3 --> 00000001
state[ant]=2: 2 - 0 ---> 2 ----> 00100100 shifted by 4 times &3 --> 00000010
state[ant]=3: 3 - 3 ---> 0 ----> 00100100 shifted by 6 times &3 --> 00000000
00100100 is 36 in decimal.
(36 >> (state[ant] *2) ) & 3 will give you state[ant]%3 for your valid states (0,1,2,3)
Example:
state[ant]=0: 36 >> 0 --> 36 ----> 36& 3 ----> 0 satisfies 0%3
state[ant]=1: 36 >> 2 --> 9 -----> 9 & 3 ----> 1 satisfies 1%3
state[ant]=2: 36 >> 4 --> 2 -----> 2 & 3 ----> 2 satisfies 2%3
state[ant]=3: 36 >> 6 --> 0 -----> 0 & 3 ----> 0 satisfies 3%3
7 % 3 = 1 (remainder 1)
how does
3 % 7 (remainder ?)
work?
remainder of 3/7 is 3..since it went 0 times with 3 remainder so 3%7 = 3
7 goes into 3? zero times with 3 left over.
quotient is zero. Remainder (modulus) is 3.
Conceptually, I think of it this way. By definition, your dividend must be equal to (quotient * divisor) + modulus
Or, solving for modulus: modulus = dividend - (quotient * divisor)
Whenever the dividend is less than the divisor, the quotient is always zero which results in the modulus simply being equal to the dividend.
To illustrate with OP's values:
modulus of 3 and 7 = 3 - (0 * 7) = 3
To illustrate with other values:
1 % 3:
1 - (0 * 3) = 1
2 % 3:
2 - (0 * 3) = 2
The same way. The quotient is 0 (3 / 7 with fractional part discarded). The remainder then satisfies:
(a / b) * b + (a % b) = a
(3 / 7) * 7 + (3 % 7) = 3
0 * 7 + (3 % 7) = 3
(3 % 7) = 3
This is defined in C99 §6.5.5, Multiplicative operators.
7 divided by 3 is 2 with a remainder of 1
3 divided by 7 is 0 with a remainder of 3
As long as they're both positive, the remainder will be equal to the dividend. If one or both is negative, then you get reminded that % is really the remainder operator, not the modulus operator. A modulus will always be positive, but a remainder can be negative.
(7 * 0) + 3 = 3; therefore, the remainder is 3.
a % q = r means there is a x so that q * x + r = a.
So, 7 % 3 = 1 because 3 * 2 + 1 = 7,
and 3 % 7 = 3 because 7 * 0 + 3 = 3
It seems you forgot to mention the surprising case, if the divident is smaller and negative:
-3 % 7
result: 4
For my brain to understand this kind of question, I'm always converting it to a real world object, for example if I convert your question 3 % 7. I'm going to represent the "3" as a 3-inch wide metal hole, then the "7" as a 7 inch metal screw. Can you insert the 7 inch metal screw to a 3 inch wide metal hole? Of course not, therefore the answer should be the 3-inch metal hole, it doesn't matter even let say you have a 1000 or a million inch wide screw, it is still 3, because how many times can you insert the 1000 or a million inch wide screw to a 3 inch wide metal hole? Zero times, right?
The most simple and effective catch to remember would be:
Whenever dividend is less than the divisor, modulus is just that dividend.
Let's formulate this:
if x < y, then x % y = x
The exercise is:
Write a function setbits(x,p,n,y) that returns x with the n bits that begin at position p set to the rightmost n bits of y, leaving the other bits unchanged.
My attempt at a solution is:
#include <stdio.h>
unsigned setbits(unsigned, int, int, unsigned);
int main(void)
{
printf("%u\n", setbits(256, 4, 2, 255));
return 0;
}
unsigned setbits(unsigned x, int p, int n, unsigned y)
{
return (x >> (p + 1 - n)) | (1 << (n & y));
}
It's probably incorrect, but am I on the right path here? If not, what am I doing wrong? I'm unsure as to why I don't perfectly understand this, but I spent about an hour trying to come up with this.
Thanks.
Here's your algorithm:
If n is 0, return x.
Take 1, and left shift it n times and then subtract 1. Call this mask.
Left shift mask p times call this mask2.
And x with the inverse of mask2. And y with mask, and left shift p times.
Or the results of those two operations, and return that value.
I think the answer is a slightly modified application of the getbits example from section 2.9.
Lets break it down as follows:
Let bitstring x be 1 0 1 1 0 0
Let bitstring y be 1 0 1 1 1 1
positions -------->5 4 3 2 1 0
Setting p = 4 and n =3 gives us the bitstring from x which is 0 1 1. It starts at 4 and ends at 2 and spans 3 elements.
What we want to do is to replace 0 1 1 with 1 1 1(the last three elements of bitstring y).
Lets forget about left-shift/right-shift for the moment and visualize the problem as follows:
We need to grab the last three digits from bitstring y which is 1 1 1
Place 1 1 1 directly under positions 4 3 and 2 of bitstring x.
Replace 0 1 1 with 1 1 1 while keeping the rest of the bits intact...
Now lets go into a little more detail...
My first statement was:
We need to grab the last three digits from bitstring y which is 1 1 1
The way to isolate bits from a bitstring is to first start with bitstring that has all 0s.
We end up with 0 0 0 0 0 0.
0s have this incredible property where bitwise '&'ing it with another number gives us all 0s and bitwise '|'ing it with another number gives us back that other number.
0 by itself is of no use here...but it tells us that if we '|' the last three digits of y with a '0', we will end up with 1 1 1. The other bits in y don't really concern us here, so we need to figure out a way to zero out those numbers while keeping the last three digits intact. In essence we need the number 0 0 0 1 1 1.
So lets look at the series of transformations required:
Start with -> 0 0 0 0 0 0
apply ~0 -> 1 1 1 1 1 1
lshift by 3 -> 1 1 1 0 0 0
apply ~ -> 0 0 0 1 1 1
& with y -> 0 0 0 1 1 1 & 1 0 1 1 1 1 -> 0 0 0 1 1 1
And this way we have the last three digits to be used for setting purposes...
My second statement was:
Place 1 1 1 directly under positions 4 3 and 2 of bitstring x.
A hint for doing this can be found from the getbits example in section 2.9. What we know about positions 4,3 and 2, can be found from the values p = 4 and n =3. p is the position and n is the length of the bitset. Turns out p+1-n gives us the offset of the bitset from the rightmost bit. In this particular example p+1-n = 4 +1-3 = 2.
So..if we do a left shift by 2 on the string 0 0 0 1 1 1, we end up with 0 1 1 1 0 0. If you put this string under x, you will notice that 1 1 1 aligns with positions 4 3 and 2 of x.
I think I am finally getting somewhere...the last statement I made was..
Replace 0 1 1 with 1 1 1 while keeping the rest of the bits intact...
Lets review our strings now:
x -> 1 0 1 1 0 0
isolated y -> 0 1 1 1 0 0
Doing a bitwise or on these two values gives us what we need for this case:
1 1 1 1 0 0
But this would fail if instead of 1 1 1, we had 1 0 1...so if we need to dig a little more to get to our "silver-bullet"...
Lets look at the above two strings one more time...
x -> bit by bit...1(stays) 0(changes) 1(changes) 1(changes) 0(stays) 0(stays)
So ideally..we need the bitstring 1 x x x 0 0, where the x's will be swapped with 1's.
Here's a leap of intuition that will help us..
Bitwise complement of isolated y -> 1 0 0 0 1 1
& this with x gives us -> 1 0 0 0 0 0
| this with isolated y -> 1 1 1 1 0 0 (TADA!)
Hope this long post helps people with rationalizing and solving such bitmasking problems...
Thanks
Note that ~0 << i gives you a number with the least significant i bits set to 0, and the rest of the bits set to 1. Similarly, ~(~0 << i) gives you a number with the least significant i bits set to 1, and the rest to 0.
Now, to solve your problem:
First, you want a number that has all the bits except the n bits that begin at position p set to the bits of x. For this, you need a mask that comprises of 1 in all the places except the n bits beginning at position p:
this mask has the topmost (most significant) bits set, starting with the bit at position p+1.
this mask also has the least significant p+1-n bits set.
Once you have the above mask, & of this mask with x will give you the number you wanted in step 1.
Now, you want a number that has the least significant n bits of y set, shifted left p+1-n bits.
You can easily make a mask that has only the least significant n bits set, and & it with y to extract y's least significant n bits.
Then, you can shift this number by p+1-n bits.
Finally, you can bitwise-or (|) the results of step 2 and 3.2 to get your number.
Clear as mud? :-)
(The above method should be independent of the size of the numbers, which I think is important.)
Edit: looking at your effort: n & y doesn't do anything with n bits. For example, if n is 8, you want the last 8 bits of y, but n & y will just pick the 4th bit of y (8 in binary is 1000). So you know that can't be right. Similarly, right-shifting x p+1-n times gives you a number that has the most significant p+1-n bits set to zero and the rest of the bits are made of the most significant bits of x. This isn't what you want either.